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/vr/ - Retro Games

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3379085 No.3379085 [Reply] [Original] [archived.moe]


Gameplay, WADs/Maps/Mods, Source Ports
All other retro FPS welcome
~~ Let's post like gentlemen ~~


Doom: https://desu-usergeneratedcontent.xyz/vr/image/1467/42/1467421002740.png
Doom download: https://yadi.sk/d/469ydBaLndVCJ
Quake: https://desu-usergeneratedcontent.xyz/vr/image/1405/27/1405272990521.png
Quake pastebin (2016-06-22): http://pastebin.com/XjBHDRFw
Duke: https://desu-usergeneratedcontent.xyz/vr/image/1403/19/1403195896088.jpg
Thief: https://desu-usergeneratedcontent.xyz/vr/image/1456/09/1456095399293.jpg



Vanilla/Boom: https://www.doomworld.com/vb/wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: https://www.doomworld.com/idgames/
BT (2016-02-01): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent



irc.zandronum.com #vr (key in faq)




Make a Boom-compatible E1-themed Ultimate Doom map.
Status: https://desuarchive.org/vr/post/3019509

Let's make proper OPs since now on together!

>> No.3379086


[07-22] Interview with Romero on Quake

[07-22] Anon mod release: Spamcannon >>3377859

[07-18] Anon mod release: Green Snek >>3371332

[07-18] Anon mod release: Behr's 2016 Color Trends palette >>3369936

[07-17] Anon mod update: Smooth Doom Weapons Only >>3368842

[07-16] Anon map release: TerrorTomb >>3365964

[07-16] Anon map WIP: Processing Facility >>3364032

[07-15] Anon mod release: Batty >>3363190

[07-14] Brutal Doom Monsters Only 20b

[07-12] Anon mod release: Fluffy >>3355450

[07-11] Anon mod release: Mai Shiranui skin (NSFW) >>3352872

[07-11] Anon map update: Leaden Skies >>3351941

[07-11] Anon maps release: Server Warehouse and Processing Plant >>3351874

[07-11] Anon map release: Windows 98 Maze >>3351061

[07-10] Anon mod release: Doom 64 HUD >>3351004

[07-10] Anon mod release: Barless Classic HUD >>3350952



>> No.3379095

1st for D4D Best Gameplay Mod 2016

>> No.3379097

Does /doom/ want to see my creepy bone

>> No.3379098 [SPOILER] 
File: 379 KB, 726x691, 1469223640549.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3379101
File: 53 KB, 1280x960, tumblr_o9atjbWw1Q1ty70x1o1_1280.png [View same] [iqdb] [saucenao] [google] [report]

Reminder that if you like Vanilla-ish/Boom-ish gameplay and mapping, to check out the Nihility shareware

>> No.3379106

what the... CREEPY BONE

>> No.3379108

is that out the back of map01?

>> No.3379116
File: 2.74 MB, 2997x2000, 1464994973738.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.3379132
File: 276 KB, 1280x1024, Screenshot_Doom_20160722_175851.png [View same] [iqdb] [saucenao] [google] [report]

I don't think so, Tim.

>> No.3379135




>> No.3379141

I've heard complaints for doom 4 about how one weapon mod is better than the other (micro missiles > scope, turret > rotator, ect.) and for a doom 4 based mod I'm working on I came up with the idea of weapons having a normal mode and a "ultra" mode with primary+alt fires for both, for example: the chaingun's ultra mode would be the mobile turret and the alt fire would be the windup rotator. Does this sound like a good idea?

>> No.3379149
File: 33 KB, 600x725, don mann.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3379164

Have the proof of concept on my desk in the morning and I will consider it.

>> No.3379170
File: 235 KB, 298x423, kickem.png [View same] [iqdb] [saucenao] [google] [report]

Does anybody else mutter bad one-liners when they play Doom or any other game and hope nobody is hearing them?

>> No.3379171

ooh what map

>black and white

>> No.3379172
File: 6 KB, 576x300, crash clothed.png [View same] [iqdb] [saucenao] [google] [report]

>Futa demons and you play as Crash?
Porn of this when?

>> No.3379173
File: 11 KB, 606x449, doom names.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3379176
File: 359 KB, 1280x1024, Screenshot_Doom_20160722_182845.png [View same] [iqdb] [saucenao] [google] [report]

Dimensions of Time, Map03.

Brutalist Doom is why it looks that way, though. Map looks like this without it.

>> No.3379182
File: 3 KB, 600x550, he does it!.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3379185
File: 424 KB, 480x480, 1469039305464.gif [View same] [iqdb] [saucenao] [google] [report]

Recommended WADs for Trailblazer? fun shit but feels overpowered as fuck on vanilla maps.

>> No.3379186

but john carmack is the worst of the bunch

there's a reason he doesn't hang out with romero and adrian

>> No.3379187
File: 85 KB, 1280x720, qbs8_001.jpg [View same] [iqdb] [saucenao] [google] [report]

Why qbism feels so good?

>That color palette
>That effects in the music
>The Pixels

>> No.3379190

I dislike it because I'm spoiled by Quakespasm and feel that the game looks better when the textures adhere to the palette but the lighting allows for further variance.

I also like the standard HUD with all your weapons and ammo listed and can't get that to show up in qbism/super8.

>> No.3379196

not me

>> No.3379201

Of course but only the ones from the comic.
I wish Brutal Doom wasn't so shit and there was a mod with only the voice commentaries

>> No.3379204

>supposed to be the single most graphically faithful sourceport
>aspect ratio isn't 5:4 stretched

>> No.3379206

Slaughtermaps bring it down into reasonable levels.

Try Sunder or Sunlust.
You'll actually be at a bit of a disadvantage where the BFG would normally shine since no good BFG equivalent

>> No.3379207
File: 98 KB, 720x540, ne_ruins03-720x540.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm playing Map Jam 6 with Qbism and it feels great. You should try it, since Map Jam 6 has a lot of new textures and the aesthetic has another vibe.

It's also smooth.

>> No.3379212

>no good BFG equivalent
The spike/pipe bombs can do the job just fine. I took out the first Cyberdemon you encounter on episode 2 of Ancient Aliens with a small pile of them, along with the rest of the map.

>> No.3379216
File: 52 KB, 359x376, !.png [View same] [iqdb] [saucenao] [google] [report]

>Liking futa
But paying as Crash would be nice. Especially in a YDoom mod

>> No.3379227

>ywn be as good at mapping to make something like this

>> No.3379231
File: 295 KB, 1693x1184, 1456851481437.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3379235

i wonder if crash ever pees herself while fighting ha ha

>> No.3379240

there isn't,t even an archvile there normally

this picture is fake

>> No.3379241
File: 470 KB, 900x1350, 1466888783379.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3379250
File: 9 KB, 280x280, trash.jpg [View same] [iqdb] [saucenao] [google] [report]

>she takes her helmet off

>> No.3379253

i miss when cacobro drew cool Doom stuff instead of cybersexing

>> No.3379257


thanks, we would never have known that the image was impossible without you

>> No.3379260
File: 704 KB, 1050x700, BY ALL THAT IS HOLY WHAT IS THIS PERFECT BALANCE OF FOOD.png [View same] [iqdb] [saucenao] [google] [report]


Me too

>> No.3379270
File: 1.66 MB, 1920x1080, spearmint_x86_64 2016-06-23 17-55-19-19.png [View same] [iqdb] [saucenao] [google] [report]

ha ha

>> No.3379273


>> No.3379284

Shame on you anon.


>> No.3379296

>ROMERO: For Quake, from the beginning, the atmosphere of the game was to be unsettling and violent. I didn’t want the player’s view to stop moving even when they stopped their avatar’s movement, kind of like slight breathing all the time, keeping the 320×200 pixels always looking different, just a little bit.

Quack confirmed for stretched intended resolution

>> No.3379304

ha ha ha

>> No.3379308
File: 1.62 MB, 1920x1080, spearmint_x86_64 2016-06-23 17-52-42-14.png [View same] [iqdb] [saucenao] [google] [report]

I apologize for nothing.

>implying it isn't hot as fuck

>> No.3379310
File: 44 KB, 343x960, 1465405318631.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3379315
File: 22 KB, 720x540, 1447644159474.jpg [View same] [iqdb] [saucenao] [google] [report]

>45 ACP> 9mm
>45 ACP> 9mm
>45 ACP> 9mm
>45 ACP> 9mm

>> No.3379318
File: 41 KB, 562x437, 1455068393155.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3379321
File: 33 KB, 716x537, 1455471291685.jpg [View same] [iqdb] [saucenao] [google] [report]

So does nobody give a shit about Animals are Assholes?

I mean I get that it's still in early stages of development but after 5 monsters i still have literally 0 response or feedback except for that guy that insinuated that i was a serial killer or something

>> No.3379323


I've been wondering what the hell the project is, please, gimme a run down on what you're planning on doing

>> No.3379329

.40 S&W

>> No.3379336
File: 4 KB, 300x310, 1462968020919.png [View same] [iqdb] [saucenao] [google] [report]

Was half expecting monochrome..
You've done your research well.

>> No.3379339
File: 72 KB, 469x359, 1464607670934.png [View same] [iqdb] [saucenao] [google] [report]

It's a monster-wad that replaces all the stock enemies with aggressive animals, grew out of me recreating the rabbit from Monty Python and the Holy Grail and after watching https://www.youtube.com/watch?v=0POMpJcP3k8 decidied to make a proper WAD instead of disparate bits of content

so far i have the rabbit, a bat, and three types of snake completed; i still have a long way to go

>> No.3379342
File: 440 KB, 200x200, doomfaces_gif_c200_by_hernysketches-d96hjy3.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3379345

Anon please, I haven't even gotten to her other bodily functions.

>> No.3379346

so did you completely ignore my feedback or

>> No.3379350


>> No.3379358


You need to add some comedic weapons and shit to go along with it, because fuck nature.

One of the most satisfying things about juarassic park rampage edition for the sega genesis was pelting the shit out of the dinosaurs with your tranquilizer pistol with infinite darts, hucking hand grenades, zapping them with your lighting gun and shit

>> No.3379362


Casual reminder that The Joy of Mapping starts in almost 24 hours. If you're interesting in bettering your maps and mapping abilities, this might be useful.
Or it might be a socially awkward Australian handling a group of spergs. Who knows?

Either way, hope to see some familiar faces there.

>> No.3379365


Did we ever find where this comes from?
Its been bugging me for years

>> No.3379369

At the least i need to replace the fist/pistol a-la term's DUMP3 pistol, because while it's jarring to see a small snake blow into a bloody mist and drop a clip or a shotgun, there has to be a level of balance introduced when no enemies are actually dropping ammo

>> No.3379375


Tellin you man, go for darts. Animals don't have hitscans and there's something satisfying about watching a shitload of projectiles fly through the air to converge on one target.

Melee still needs to be fists though, because who wouldn't want to punch animals in the face

>> No.3379385
File: 182 KB, 587x663, labyrinth_of_horrors.jpg [View same] [iqdb] [saucenao] [google] [report]

I feel like there should be at least one small labyrinth in my mapset.

It won't be a labyrinth after you are done with it, though.

>> No.3379408


Andrew Hulshult released a full version of his Doom soundtrack remake.

>> No.3379530
File: 3.08 MB, 2500x2150, 1454699648307.png [View same] [iqdb] [saucenao] [google] [report]

old memes

>> No.3379537
File: 40 KB, 558x650, 1450140293868.jpg [View same] [iqdb] [saucenao] [google] [report]

new memes

>> No.3379541

wht do you (yes, YOU) think of ZPack?
i mean, apart from the monsters with bullshit attacks that do like 90 damage a pop

personally episode 2 feels the weakest, propably because it doesn't have a Vader map unlike the other two

>> No.3379543


I like ZDoom maps.
A lot of them suffer from the typical ZDoom mapper trap of putting the tech over the gameplay, though. Tormentor's maps are especially egregious with this.

Also the custom monsters are almost all universally bad.

>> No.3379545

You missed some

>> No.3379549
File: 369 KB, 289x460, 1461137192017.png [View same] [iqdb] [saucenao] [google] [report]

>that commando one

>> No.3379552 [DELETED] 

i know this is kind of meta but whoever posted that ask on term's tumblr is a fucking faggot (and most likely one of the cringe goons that watch his stream)

>> No.3379558


Still hearing the FFFFFFFFFFFFFFF

>> No.3379584


Oh shit whaddup

>> No.3379620
File: 211 KB, 480x320, 1448820889922.gif [View same] [iqdb] [saucenao] [google] [report]


oh shit my memeing has gone too far

>> No.3379621
File: 839 KB, 1500x1500, 6289452307_d1b3d9dd0f_o.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw Crash won't be in Quake Champs
>tfw no HD id tech 4 Crash
>tfw will never see the beads of sweat rolling down her tight, toned stomach, dark stains under her arms and around her waist
>tfw will never gaze up her armor plate and see the damp, perfect underboob that awaits
>tfw she'll never, ever sit on your face, iridescent spandex smothering you in sweaty girlbutt as you willingly concede victory to stay in the rookie league forever

>> No.3379624

>garbage 3d Touhou one has the least effort, didn't even change the fucking text

Somehow this isn't surprising at all.

>> No.3379627

>id tech 4
Outdated piece of shit trash

When will id swallow their pride and just use Unreal Engine? Never, of course.

>> No.3379632
File: 48 KB, 480x640, 1467378644637.jpg [View same] [iqdb] [saucenao] [google] [report]

why did i type that, they're at 5 or 6 now with D44M, ain't they?

i was too blinded by thoughts of best waifu

>> No.3379638

I'd rather have UE3 any day.

>> No.3379641


6, with D44M.

>> No.3379649

I want greasy, sweaty Crash, not plastic cutout Crash.

>> No.3379660

hellbound levels are too vast

>> No.3379682

your mom is too vast

>> No.3379684

your mom is too cavernous

>> No.3379686

i wish my mom survived

>> No.3379719
File: 113 KB, 445x256, '-'.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3379721
File: 208 KB, 1280x720, Screenshot_Doom_20160723_003005.png [View same] [iqdb] [saucenao] [google] [report]

Playing Doom Roguelike Arsenal, and is that shit in the corner supposed to constantly show up whenever I drop a modded weapon?
I just drag the Base file, Monster file, HUD file, and my Oblige map to Zdoom to open them because I'm that 18 year-old from the last thread
Also is my HUD supposed to look like this with the mod? I can still upgrade weapons and equip and de-equip stuff just fine, I'm just wondering.

>> No.3379727

it's a bug with later GZDoom builds
load the DRLAHUD to get the hud working

>> No.3379739

How though
I have no idea how to use ZDL and for some reason I can't get Oblige-made maps to work with it
I'm really new to all this is probably the reason

>> No.3379750

checked something real quick
here's your solution:
open console (the key to the left of 1 / settings, at the very bottom)
type in
hud_scale 1
screenblocks 11
and if you ever play a mod where the hud appears massive, change hud_scale to 0

>> No.3379764
File: 1.59 MB, 1280x720, loading multiple data files into gzdoom.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3379772

Thanks anon, this worked like a charm.
Yeah, that's what I did. I guess it is working, then.

>> No.3379783

playing DRLA
> run into nightmare cyberdemon
> o fuk
> run away
> find supply crate
> spits out a nuclear bfg AND nuclear armor
i like this balancing

>> No.3379784
File: 580 KB, 1040x1236, 1444236634978.png [View same] [iqdb] [saucenao] [google] [report]




please provide balance feedback

>> No.3379793

Does anyone know how to set the frame limiter in GZDoom? I set vid_maxfps to 60 in the config file, but the console's FPS counter command still says it's rendering like 300+ frames per second and heating up my ancient old card to dangerous levels.
And if I turn that "rendering interpolation" thing in the video settings on, that just limits it to 35 FPS which looks like shit on my monitor.
I know this thread isn't meant to be for tech support, but I can't find any answers through googling

>> No.3379872

that got dark fast

>> No.3379883


Good map, man. Maybe add a bit more health here and there, as I found myself low a lot when playing. Also, sauce on the music?

>> No.3379918
File: 223 KB, 1920x1080, skyboxfiltering.jpg [View same] [iqdb] [saucenao] [google] [report]

Is it possible to disable filtering on skyboxes in Half-Life?

>> No.3379928

put gl_texturemode gl_nearest in your autoexec.cfg file (located at Steam\steamapps\common\Half-Life\valve)
if the file's not there then create it. If you don't you'll have to enter the command manually every time you start the game

>> No.3379938

I've already done that. It's still filtered.

>> No.3379940

Also, here's my autoexec:
exec violence.cfg
default_fov "105"
gl_overbright "1"
gl_texturemode "gl_nearest"
gl_ansio "0"
gl_vsync "0"

>> No.3379992
File: 2.58 MB, 640x360, spamcannon.webm [View same] [iqdb] [saucenao] [google] [report]

I'm having too much fun with sv_fastweapons.

>> No.3380001

Does the weapon not animate at all?

>> No.3380014

It's just a still placeholder sprite, so nope.

>> No.3380016

reminds me when i was testing out bullet casings
made an smg that fired once evey tic and each shot spat out 128 casings
it was a tidalwave of ting-tink-clinkety-cling

>> No.3380025
File: 125 KB, 1152x648, Sbarinfo_sheet.png [View same] [iqdb] [saucenao] [google] [report]

So there's a reference image for a Fullscreen Offset style HUD in SBARINFO, is there a reference image for one that doesn't use fullscreen offset?

>> No.3380026

normal offsets start from the top left corner and go from there

negative numbers don't mean anything special

>> No.3380036
File: 471 KB, 1600x900, Screenshot_Doom_20160723_052126.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3380039
File: 38 KB, 961x116, hud.jpg [View same] [iqdb] [saucenao] [google] [report]

maybe you should be gooder at it

>> No.3380042

Someone should create a visual builder for SBARINFO, that would be so useful.

>> No.3380051

>visual builder where you can drag around the elements using your mouse
Yes please

>> No.3380067

If only I could code, I'd make it.

>> No.3380071

That hud looks nice
Link please?

>> No.3380073


>> No.3380074

How does the 5.7mm round perform in actual real world situations?

>> No.3380082

wip mod, not out yet sorry. :(

>> No.3380085

Doing good so far

>> No.3380087

How would you go coding that

>> No.3380090

I have no idea, I'm no programmer.

>> No.3380126

I'm about to play DoomRL Arsenal.

What megawad should I play? I don't want the procedural levels of Oblige

>> No.3380129

Going Down fits pretty well thematically.

>> No.3380135
File: 385 KB, 1280x720, daikatana 2016-04-24 17-10-02-088.jpg [View same] [iqdb] [saucenao] [google] [report]

Thanks, anon. Downloading

>> No.3380136

that is a very adrian carmack looking menu background

>> No.3380159

Three suggestions for your hud
-Add 4 digits to health/armor counts, you might need these if the mod is getting repurposed to something like russian overkill, which as far as i know, makes the regular hud just say 999% Health/Armor when you grab something like the megasphere, same for other mods that end up giving you godly health. Apply the same logic over ammo counts too because no one knows if someone has made a weapon with like 5000 bullets.
-Make the score count be higher, you might need it if some absolute madman wants to play your wad in chillax so i am sure 12 digits should be enough
-Consider widescreen support, your hud looks like it has the same res. as the doom hud

>> No.3380171

1.) This HUD is specifically for my own gameplay mod, it's not a general purpose one. Hence the specific counters for certain special ammo types. So compatibility with Russian Overkill isn't a big concern. If someone wants to edit it to work with other mods, that's their deal.
2.) Will do, thanks for the heads-up.
3.) It is. Adding "blank" background area to the sides for widescreen will be super easy, the way I've built it, so this isn't a huge concern. Thanks for the reminder though!

>> No.3380189

Not really. It's very much Kenneth Scott, who did a lot of the character textures in Daikatana and Quake 3. Which you can see some of here!

http://superactionfunboy.tumblr.com/image/54918182384 (nsfw-ish)

And some of his pre-professional stuff, for funsies:

>> No.3380195

yes that's what i meant

it's a very ken scott looking background, like someone ripped up the floor in q3dm1 and just plastered into the sides

>> No.3380202


>> No.3380224
File: 186 KB, 693x543, rang5r.png [View same] [iqdb] [saucenao] [google] [report]

Jesus Christ bethesda

>> No.3380226

rusians doesn't knows whats aspects ratios is

>> No.3380229

It's like Ranger was just stung by lots and lots of Lovecraft hell hornets and he just doesn't mind.

>> No.3380230

Any good custom map for Quake?

>> No.3380232

Attempting to merge comic-book proportions and realistic rendering is a mug's game.

>> No.3380234
File: 457 KB, 750x1071, Fair_Knight.jpg [View same] [iqdb] [saucenao] [google] [report]

He looks like he wants to buy potions.

>> No.3380235

Plenty. What kinds are you looking for?

>> No.3380241

is there a way to disable monster forms in ZION? They usually cause problems.

>> No.3380245


>> No.3380247

Can anyone recommend any mapset that goes well with Hideous Destructor.

>> No.3380248


>> No.3380249


>> No.3380250
File: 536 KB, 381x512, You're huge, that means you have huge guts! RIP AND TEAR!!!.gif [View same] [iqdb] [saucenao] [google] [report]


Some of you may remember me some people may not but, i'm gonna be playing some Doom WADs LIVE starting off with Stardoom.

Feel free to request WADs you want me to look at.

>> No.3380251


>> No.3380256

yeah, ha ha

>> No.3380257

So uh...any alternative links for IDKFA?

>> No.3380264

this whole time i had mouse acceleration on and i didn't realize it because it was called "prescale mouse movement"

i turned it off and now i'm fucking baller after about an hour getting used to the different sensitivity

>> No.3380268

music: https://modarchive.org/index.php?request=view_by_moduleid&query=168953

>> No.3380269

Nice 480p.

>> No.3380276

Bitrate improved. Thanks for letting me know.

>> No.3380296
File: 435 KB, 960x911, Cali_-_Arroyo_Grande_-_Walker_Co_-_Buckskin_Girl_Poster.jpg [View same] [iqdb] [saucenao] [google] [report]




Oh joy.

>> No.3380308

He looks like Robert Z'Dar

>> No.3380314
File: 49 KB, 640x479, 2XCS3Cj.jpg [View same] [iqdb] [saucenao] [google] [report]

>It's a Doom 2016 General Post

>> No.3380330
File: 908 KB, 1190x1000, a.png [View same] [iqdb] [saucenao] [google] [report]


oh hi do we get to play this game again?

anon-kun? ;)

>> No.3380345

>hey kid wanna /rj/

>> No.3380352
File: 64 KB, 1264x632, fn_p90_by_pabumus.jpg [View same] [iqdb] [saucenao] [google] [report]

Out of a rifle or carbine barrel? Not too poorly, if using original spec ammo like was intended for the FN P90 (it's a late Cold War weapon, the original idea was to easily defeat Soviet body armor). The most commonly available ammo in the US today is cheap commercial target loads which aren't too impressive compared to original spec loads (though better defensive ammo is available)

From a pistol, I'd say it's questionable. I mean, it'll probably work, but the entire point of the 5.7x28mm is speed, speed defeats armor, and that's the initial idea with the cartridge, and speed based cartridges from short barrels has never been amazing, looking at the AKs-74u or the the Mk.18 upper for the M4A1 Carbine, (5.56x45mm and 5.45x39mm are both reliant on speed, and consequently they perform kind of poorly out of a short barrel, as there isn't enough room to accelerate the bullet).

Like, it's still a gun, and it'll hurt, but you could do better in a similarly sized weapon, I'd sooner have a Beretta 92A1 with an 18rd magazine than an FN Five Seven with a 20rd magazine.
For a subgun, I might pick a select-fire FN P90 over some other weapons depending on the ammunition in question, and depending on the task.

>> No.3380354

Is this actually being developed by Bethesda or is this like when /v/ kids think Bethesda publishing Doom 4 meaning it wasn't developed by iD?

>> No.3380363

No one said it was being developed by Bethesda.

>> No.3380373


does this epic meme count as retro?

>> No.3380381

>Jesus Christ bethesda
Pretty implicit.

>> No.3380389
File: 432 KB, 1920x1080, Screenshot_Doom_20160722_151604.png [View same] [iqdb] [saucenao] [google] [report]

JPCP has been amazing so far

>> No.3380414

it's like they took all the doom memes & made maps that revolve around them

>> No.3380423


They could've meant "Jesus Christ Bethesda, you allowed this?", rather than "Jesus Christ Bethesda, you made this?"

>> No.3380428

the map was made by the artist responsible for all the cute caco drawings, so i'd say seniority applies here

>> No.3380432


>> No.3380448

You should go in options>display>openGL>preferences and set "adjust sprite clipping" to "always" if you don't want your sprites to get clipped like that by the floor.

>> No.3380451

> That Marina one.
I audibly lost my shit.

>> No.3380453
File: 236 KB, 1920x1080, DOOM64 2016-07-23 14-11-30-56.jpg [View same] [iqdb] [saucenao] [google] [report]

Quick everyone post whatever you're working on. Level, hud, weapons whatever POST IT

here's my shitty D64 level so far.

>> No.3380454


When it comes to the wad in its entirety, I'm not a fan.

...But map 3 is absolutely perfect.

>> No.3380459


>> No.3380467

thank you

>> No.3380497
File: 91 KB, 1016x519, clusterfuck.jpg [View same] [iqdb] [saucenao] [google] [report]

Bah, hopefully I'll finish this piece of shit tomorrow.
13k linedefs already, but thankfully I am done with most of the place. Just some prettying-up and last segments...

>> No.3380502
File: 15 KB, 193x225, 1430983278524.jpg [View same] [iqdb] [saucenao] [google] [report]

>JPCP Map02
>it's that bad copy of OWW with the one wrong note from Hell Revealed

>> No.3380536

Am I looking at a quake-like doom map or doom-like quake map?

>> No.3380550


I don't think the Quake engine makes use of linedefs, so the former.

>> No.3380574
File: 189 KB, 1280x720, Screenshot_Doom_20160723_151228.png [View same] [iqdb] [saucenao] [google] [report]


I was gonna post this for screenshot Saturday but FINE GEEZE HAVE SOME BAD ITEM SPRITES

>> No.3380575
File: 133 KB, 960x581, furnacesandshit.jpg [View same] [iqdb] [saucenao] [google] [report]

Yeah, it's a Doom map in Boom-format.
Wanted to make sort of gritty factory/foundry-like map.

>> No.3380576

Does the "secret" linedef tag affect secret % at the end of the map, or does it just mask the wall on the map as a solid wall?

>> No.3380587
File: 436 KB, 1280x1024, Screenshot_Doom_20160723_151605.png [View same] [iqdb] [saucenao] [google] [report]

This is surprisingly less disastrous than I thought it would be.

>> No.3380589

>Does the "secret" linedef tag affect secret % at the end of the map, or does it just mask the wall on the map as a solid wall?
it does not affect the secret percentage. its meaning is entirely "draw this line like a one sided wall, regardless of any other properties it might have"

>> No.3380591
File: 437 KB, 1366x768, Screenshot_Doom_20160723_121034.png [View same] [iqdb] [saucenao] [google] [report]

the mage guy should really cut his nails

you would think with all that magic they had they could at least create magic nail clippers.

>> No.3380597


maybe he likes them long

>> No.3380603

what is? is that cc4?

>> No.3380605

jpcp, looks like

>> No.3380607

Cool. That's what I thought. Thanks.

>> No.3380615

>being this much of a modest cunt
nah m8, those are pretty good

>> No.3380617

what is screenshot Saturday?

>> No.3380619


Today is saturday though. Unless I'm confused.

>> No.3380621
File: 84 KB, 1020x798, temp.png [View same] [iqdb] [saucenao] [google] [report]

E1M2 for Rekkr

>> No.3380634
File: 12 KB, 552x600, When the resolution pixellates on the screen just right.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3380653
File: 79 KB, 1020x798, temp.png [View same] [iqdb] [saucenao] [google] [report]

You can always play in another source port if you want to give rekkr-guy some cataract surgery.

Also got a new midi track the other day from music-guy hexenmapper, and it's pretty fuckmazing, as are his other tracks.

>> No.3380661
File: 126 KB, 969x741, REKKRTheForest.png [View same] [iqdb] [saucenao] [google] [report]


E1M4 for Rekkr here. Still a bit too dark.

Also, not the same guy.

>> No.3380663


Screenshot Saturday is a dev thing where you just post progress of things you're working on when it's Saturday.
Cursory googling says that it started with /agdg/ but take that with a grain of salt.


It is. I'm just autistic and hate reusing the same screenshots for posting everywhere.
I like to try and vary things a little so folks can see different things.

>> No.3380668

screenshot saturday sounds like it'd be a perfect practice for the mod community to adopt, desu

a week is usually enough time to cobble something together to show off, be it a room or a single sprite or an enemy or a bit of code

>> No.3380669

i see, thank you, figured it came from some other general or board but had no idea which

>> No.3380682

Oh yeah. I meant to look into making a tree foliage sprite so you could have a sky texture breaking through the trees... Gotta do errands today, but when I get back I'll do that.

>> No.3380685

Agree, doom needs a regular screenshot saturday

>> No.3380686

Looks nice though. Dark and spooky.

>> No.3380724
File: 451 KB, 1280x960, Screenshot_Doom_20160719_223822.png [View same] [iqdb] [saucenao] [google] [report]

Top Ten Coolest Brutal Doom 4 Moments by Fam1llyGuyFan14

>> No.3380732
File: 1.00 MB, 1024x768, sshot018.png [View same] [iqdb] [saucenao] [google] [report]

I'm starting to make friends with doom64 skytricks

>> No.3380739
File: 1.51 MB, 1920x1080, Screenshot_Doom_20160723_164316.png [View same] [iqdb] [saucenao] [google] [report]

JPCP has been excellent. It's the best WAD I've played in some time. I was playing Ancient Aliens a little while back but got burnt out my the repetiveness of the aesthetic

>> No.3380761
File: 127 KB, 784x535, ad34b076ce3ec6cc11efe655a0407542.jpg [View same] [iqdb] [saucenao] [google] [report]


Give it a chance.

>> No.3380773

sinknlnomemero no snodkto

>> No.3380774

What? I wasn't saying the pixels are a bad thing.

>> No.3380778
File: 216 KB, 715x643, too_much_lighting_work.jpg [View same] [iqdb] [saucenao] [google] [report]

I posted some screens earlier, but here's the map in current form. Gonna be done with it relatively soon - just the sort of final areas.

Most of lines are probably lighting-work anyway, since the place is intentionally really boxed.

As for music...

>> No.3380778,1 [INTERNAL] 

I loved nearly every level from that megawad!
The music, enemy-placement and level-design is really, really good!

Anyone tried Metroid-Doom?

>> No.3380795

watch your mouth

>> No.3380805

Does someone know a decent quick map where you fight a diabloist and maybe some other usual suspects from r667, I don't think I've ever played wads that contain those dudes.

>> No.3380819

That's way too silly for me

>> No.3380821

Is that Ben Garrison in the first screenshot?

>> No.3380836
File: 54 KB, 373x294, Laughing furries.jpg [View same] [iqdb] [saucenao] [google] [report]

I can't unsee it

>> No.3380845


Yes, I'm pretty sure it's Ben "Demon Open Season" Garrison.

>> No.3380860

Having a good time with "Hey, not too rough!" with monster respawn and fast monsters on. This does not go so hard on you for not remembering the level layout completely.

>> No.3380867

reusing the name "Boom" is unwise if confusion is to be avoided

>> No.3380874
File: 718 KB, 1366x768, Screenshot_Doom_20160723_123122.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3380897

Robert zdar with a dreamworks face

>> No.3380921
File: 1.06 MB, 1366x768, gzdoom 2016-07-23 16-02-06.png [View same] [iqdb] [saucenao] [google] [report]

Greatest boss fight next to the two baron of hells

>> No.3380925

You're correct, it uses brushes (for map construction anyway which are turned into solid polygons with the nonvisible sides stripped away after compiling).

>> No.3380935
File: 663 KB, 1366x768, Screenshot_Doom_20160723_154859.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3380943
File: 78 KB, 1280x720, Screenshot_Doom_20160723_191326.png [View same] [iqdb] [saucenao] [google] [report]

Only the section of the whirlpool closest to the door moved, it moved me while on the floor outside of the whirlpool, and there are some yellow stripes on the floor on the left that don't appear to belong and also didn't seem to line up with each other.

>> No.3380949
File: 133 KB, 658x370, ZDar.jpg [View same] [iqdb] [saucenao] [google] [report]

Robert Zdar looks better than this, come on. He has a normal face with a wide jaw, this Russian 2016 Ranger looks like someone randomized the features in Dark Souls with the limiters off.

>> No.3380953
File: 106 KB, 361x835, 1441773527481.png [View same] [iqdb] [saucenao] [google] [report]

yeah I got lazy and wanted to get a build out, I might do another art pass or I might just leave it.

the thing with the water is "as intended" because that's how the engine doeS it I don't know why

>> No.3380961

Any Castlevania inspired Doom wads?

>> No.3380969


is it just one person or has there been a bunch of people interested in a castlevania wad recently

>> No.3380985

Please respond

>> No.3380992
File: 231 KB, 1366x768, gzdoom 2016-07-23 16-37-25.png [View same] [iqdb] [saucenao] [google] [report]

Yeah, anon. What IS your problem?

>> No.3380996
File: 640 KB, 1366x768, Screenshot_Strife_20160723_163958.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3381023
File: 309 KB, 1366x768, gzdoom 2016-07-23 16-51-05.png [View same] [iqdb] [saucenao] [google] [report]

but is it really fun to stay at the YMCA

>> No.3381037


>> No.3381042

The mansion level still creeps me out to be honest.

>> No.3381063
File: 898 KB, 1366x768, Screenshot_UrbanBrawl_20160715_192849.png [View same] [iqdb] [saucenao] [google] [report]

Mansion level?

This one?

>> No.3381065


>> No.3381072
File: 153 KB, 1366x768, Screenshot_UrbanBrawl_20160713_214735.png [View same] [iqdb] [saucenao] [google] [report]

I thought it was Pure Kino

>> No.3381087

What is this? Looks like Action Doom 2, but not with those monsters, and I don't remember that level for whatever reason.

>> No.3381105

that makes them float above the floor

>> No.3381115

he is a madman and mixing reelism with action doom 2

>> No.3381117
File: 177 KB, 1366x768, choco.png [View same] [iqdb] [saucenao] [google] [report]

You're just not used to it because you've never played with the correct setting. Here is a screenshot of Chocolate Doom (the most accurate port) for example.

>> No.3381118
File: 419 KB, 1366x768, Screenshot_UrbanBrawl_20160723_165502.png [View same] [iqdb] [saucenao] [google] [report]

How do you want your Action Doom 2?

>> No.3381129

action doom 2: blood dragon

>> No.3381134
File: 194 KB, 666x688, adjust.png [View same] [iqdb] [saucenao] [google] [report]

no, it actually does make it float above the floor in opengl.

>> No.3381138
File: 298 KB, 1366x768, Screenshot_UrbanBrawl_20160723_165212.png [View same] [iqdb] [saucenao] [google] [report]

I got you.

>> No.3381143


So you have no choice but to make them clip through the floor in GL?

>> No.3381147
File: 1.02 MB, 1366x768, gzdoom 2016-07-23 16-34-27.png [View same] [iqdb] [saucenao] [google] [report]

blood blocking my view

>> No.3381149

iirc there's a "smart" setting that works best.

>> No.3381152

Yeah, but sadly it still clips some part of the sprites.

>> No.3381153
File: 194 KB, 1366x768, Screenshot_Hexen_20160721_195040.png [View same] [iqdb] [saucenao] [google] [report]

Oh yeah, one thing I wanted to ask. Is it possible, in this world we live in. To port HeXen to the GBA advance like they did with DOOM 1 + 2? I know they used a different engine to run them on the GBA but is there a possibility to make the same engine run HeXen like it would with Doom? Kinda like a source port running a doom clone.

>> No.3381168


I'm assuming the DOOM ports didn't run too well, so I'm going to guess that HeXen would require either a lot of sacrifices or some wizardry to get running.

If you want a more definite answer, I'm not sure if here's the place. Maybe the GBA homebrew scene, if one exists?

>> No.3381171

>I'm assuming the DOOM ports didn't run too well
They ran OK, all things considered, but did have some slowdown.

The first one cut a bunch of content, the second one had all the content.

>> No.3381172

>GBA advance

The Gameboy Advance Advance? I didn't know Nintendo released that. Is it kinda like the New 3DS where it's a more powerful version of the handheld?

>> No.3381185
File: 449 KB, 1162x783, mz5603CLXc1u31gr1o1_1280.png [View same] [iqdb] [saucenao] [google] [report]

Where do Doomguy and Ranger fit in the Blazcowicz family tree?

>> No.3381213


DOOM II RPG would seem to indicate that the Doomguy is a descendant of BJ, if you consider that game canon. As for the Ranger, there's nothing that indicates that he's at all related to the other id protagonists, and may in fact be from a whole other world.

>> No.3381226

Doomguy is Commander Keen

>> No.3381232

Doomguy is Blazkowicz's great great great great grandson, if Doom II RPG is canon.

Ranger is his great great great great great great great great completely unrelated person.

>> No.3381239

ranger is secretly every single one of them

>> No.3381240

Doomguy is Billy Blaze's descendant
Ranger is Doomguy's anime rival in QIII: Arena

>> No.3381247

IIRC Billy Blaze's grandfather was Blazkowicz. So that would make him Doomguy's ancestor as well.

>> No.3381249

doomguy's ancestry is more fucked than the south

>> No.3381258

Doomguy's the furthest down the line

The Ranger is just another guy in a just as fucked situation

But if Q3A is any indication, they've survived pretty well

>> No.3381273

Are Doomguy and BJ related at all? Distant cousins maybe?

>> No.3381275

This is one of the reasons why I find GL rendering overrated.

>> No.3381283
File: 18 KB, 259x224, 1467266940963.png [View same] [iqdb] [saucenao] [google] [report]

>Playing through Knee-Deep in the Dead with D4D and IDKFA

I am extremely content with life right now.

>> No.3381328
File: 1.18 MB, 1920x1080, Screenshot_Doom_20160723_204833.png [View same] [iqdb] [saucenao] [google] [report]

JPCP is ramping up nicely.

>> No.3381386
File: 120 KB, 1366x768, Screenshot_UrbanBrawl_20160723_202733.png [View same] [iqdb] [saucenao] [google] [report]

How do I make my hands glow IRL?

>> No.3381389

crack open a glow stick

>> No.3381390

shove leds into them

>> No.3381392

become doctor manhattan

>> No.3381395

fist a nuclear mutant. trust me it's worth the painful tumors

>> No.3381396
File: 216 KB, 1366x768, Screenshot_UrbanBrawl_20160723_202643.png [View same] [iqdb] [saucenao] [google] [report]

Like Fists

>> No.3381407
File: 364 KB, 1920x1200, 3e8d07dc-0fea-4392-bb52-a5dd14dd5120.jpg [View same] [iqdb] [saucenao] [google] [report]

That seems like an easy thing to do, all I have to do jump in front of a nuclear generator and slowly rebuild my body like he did.

Then if not, I'll possible end up like Hisashi Ouchi

>> No.3381412


what a sadly ironic last name, judging from what happened to him

>> No.3381437

but that's clearly a human woman, anon.

>> No.3381441


you might want to look more closely at her

>> No.3381450
File: 909 KB, 681x644, 1388008221497.png [View same] [iqdb] [saucenao] [google] [report]

>mfw that map

>> No.3381453

what is that

>> No.3381458


no, I'm pretty sure that's the case actually.

>> No.3381462

Is interesting how despite how twisted Romero's imagination was, the concept of Doom was Carmack's idea.

>> No.3381463


maybe try looking around her hair

or at her cheeks

or her teeth

>> No.3381469

o i didn't know carmack wrote the doom bible and fleshed it out beyond let's make a shooter where you kill demons

damn boy you gonna nut in a damn horse one day thinkin its your girl

>> No.3381484

Doom: Cinematic Mod? ... nah, not enough dumb graffiti, random debris and tigole bitties for that.

That's part of a whole thing connecting Wolfenstein RPG with Doom 2 RPG. The final boss of Wolfenstein RPG is The Cyberdemon without any cyber-bits. He gets away, but not without losing his arm and giving him a serious family grudge. And that's why he's so pissy at you in E2M8.

>> No.3381507

anyone know which wad this is?
looks pretty cool.

>> No.3381510

It also needs more ferns

>> No.3381514


something that (i think) the gmota guy is working on. i want to say that it's part of the gmota "reboot" he's talked about, but i haven't seen him confirm that.

>> No.3381516

alrighty thanks.

>> No.3381519

I'm fairly sure it's not part of GMOTA, but it was something another anon was working on and never released.

>> No.3381537


>> No.3381567


I do believe he's pulling your leg

>> No.3381571
File: 287 KB, 1366x768, Screenshot_Doom_20160724_002411.png [View same] [iqdb] [saucenao] [google] [report]

this was equal parts fun, a complete utter clusterfuck of shit unrelentingly thrown at me, and a ton of retarded bullshit in a fun little package. I'm downloading the update as I speak.

this mod on UV is literally harder than HD on a bad day, jesus fuck. hope DBT's toned shit overall down a few notches in

>> No.3381578

that's the thing. people on /co/ don't even get it the first time around either.

that said, female characters in blacksad do look off as fuck.

>> No.3381584

that's my newest invention, its called greentext

its not fully patented yet though, but you can register for a free 30-day trial now by replying to this post

>> No.3381587


Yeah this ain't me. Sorry. Blaz is still just gonna throw hatchets that vanish on impact

>> No.3381629
File: 49 KB, 500x671, 1363225491132-4.jpg [View same] [iqdb] [saucenao] [google] [report]

>play hideous destructor
>bodies block bullets
>DERP empties clip into corpse trying to hit enemy behind it

>> No.3381649
File: 922 KB, 1366x768, Screenshot_Doom_20160724_000020.png [View same] [iqdb] [saucenao] [google] [report]

[muffled evil laughter]

>> No.3381652


I can't stop staring at that awful left hand.

>> No.3381653
File: 147 KB, 1920x1080, Screenshot_Doom_20160724_024938.png [View same] [iqdb] [saucenao] [google] [report]

Goddamn that was a good MegaWAD, even when it was annoying it was interesting.

The levels surprisingly work well together although they were sort of a mix together with no coherent theme. I can't believe how much I enjoyed this pack, thanks to the Japanese Doom community

>> No.3381656

They have some talented mappers over there.

>> No.3381659

it looks like an uncut cock with the foreskin retracted being sounded by the gauss cannon's handle

>> No.3381661
File: 214 KB, 465x531, why did you do this.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3381664

What wad is that?

>> No.3381665

Japanese Community Project.

>> No.3381678

>Play E2M8
>Cyberdemon gets himself stuck in one of the supply rooms.

every fucking time

>> No.3381698

That is some fucking grand pixel art. Right on point and with that Japanese flair (that blossom tree...)

>> No.3381703

ain't pixel art, just a small or scaled down painting. you can see where there's missing detail because it was painted outside of the palette like on the red pipe on the left or where the red and blue meet in the sky

it's a nice painting though.

>> No.3381707
File: 968 KB, 1200x750, 56179623_p5_master1200.jpg [View same] [iqdb] [saucenao] [google] [report]

High res versions of the JPCP artwork http://www.pixiv.net/member_illust.php?mode=manga&illust_id=56179623

>> No.3381717
File: 1.97 MB, 2000x1250, 56179623_p5.png [View same] [iqdb] [saucenao] [google] [report]

pixiv's "master1200" are resizes.

>> No.3381720

Post the rest, I'm too lazy to make an account

>> No.3381736

>human teeth on the IoS
It's pretty much a given that's got to do with the standard japanese depiction of a demon and that's a-ok, it just somehow looks off to me.

>> No.3381742

ah no wonder it looks so fucking good.

Resizing really is a based way of creating "pixel art"

I often resize real images to use as textures...

>> No.3381748
File: 1.43 MB, 1600x1503, gothic99.jpg [View same] [iqdb] [saucenao] [google] [report]

Which Doom WADs have visually pushed the engine the hardest, without using GZDoom trickery like 3D models?

Is pic related the "best" it gets?

>> No.3381802
File: 98 KB, 1401x662, cyriac-panophobia.jpg [View same] [iqdb] [saucenao] [google] [report]

this one isn't out yet, but it's vanilla -limits and uses stock assets because cyriak is some sort of god-king

>> No.3381804

Cyriac's making another Doom map pack? What a legend.
Who knew he was a fucking king at Doom mapping before Going Down?

>> No.3381806

i think it's a contribution to someone else's community project... as much as i'd love another megawad from the guy

>> No.3381808

that's under the visplane limit? really?

>> No.3381809
File: 690 KB, 1366x768, Screenshot_Doom_20160724_052228.png [View same] [iqdb] [saucenao] [google] [report]

>D4D Pinkies can leap the starting gap in E4M2


>> No.3381810

and drawseg limit too i mean. obviously. and all the other stupid vanilla limits that we are glad to be rid of

>> No.3381814

i think it's minus limits, complevel 2 but without any of the other cool boom toys

>> No.3381817

how can one person be this good?

>> No.3381825

I enjoyed the aesthetics in Sunder and Sunlust, at least in small doses (it gets a little too gloomy). There's some impressive monumental architecture in those.

A Shaman's Device in CC4 was also really visually striking, very complex, and uses a lot of engine trickery.

>> No.3381829

Can any anons tell me if the Boom E1 remake project still going? Thinking I might make a map for it.

>> No.3381871
File: 1.49 MB, 720x360, just another step towards making the HUD not garbage.webm [View same] [iqdb] [saucenao] [google] [report]

This is such a minor thing but I am so fucking stoked to see this come together.

just another step towards making GMOTA better to play, gone is that awful old meter with the shitty icon that appears next to it to show if you have enough energy.

>> No.3381874

>Animated bar images
Y-You can do that?

>> No.3381875


ANIMDEFS are fucking neato.

>> No.3381880

looking good

>> No.3381886
File: 467 KB, 1600x900, Screenshot_Doom_20160706_102356.png [View same] [iqdb] [saucenao] [google] [report]


just for comparison, here's what the old HUD looked like.

When I'm done there'll only be like, the subweapon box, a meter for when you pick up the BFG tier weapon, and different icons the appear and vanish depending on what's on a cooldown right now.

>> No.3381936

Ancient Aliens is pretty fucking impressive, and both BTSX episodes had some really really pretty maps.

>> No.3381951

It's looking good. Love the simplicity.

>> No.3382039

that blue sword needs more shading, it looks really flat and dull right now. brighten it up so the yellow doesn't look like old urine, add some shadow to the underside, and a reflective shine on top. transform and slash animations look good.

>> No.3382081

>asking a colorblind man to attempt shading

>> No.3382093
File: 86 KB, 509x755, doom_ver2.jpg [View same] [iqdb] [saucenao] [google] [report]

Guys, I just watched the Doom movie...

What a big pile of shit as an adaptation, and what a shitty movie.

I think that one of the big problems, is Doom 3 itself... the movie is cleary more ""inspired"" in that game, than in the originals.

[SPOILER]What a garbage of "cameos"... Dr. Carmack and Pinky[/SPOILER]

>> No.3382095
File: 273 KB, 1920x1080, some ansel adams photo.jpg [View same] [iqdb] [saucenao] [google] [report]

you can add shadows and highlights without color vision.

>> No.3382098

No one ever said that the Doom movie was any good in the slightest. Except maybe that FPS sequence, that was an okay bit of pandering.

>> No.3382106


I know from years ago, that the movie is shitty. But never watched it.
For me, the FPS part was the worst of all the movie...

>> No.3382171

>people didn't like the doom movie

Like the Kid said... go to hell

>> No.3382178

woah... you told them...

>> No.3382180


>> No.3382181

IMO, anything that requires a limit removing port isn't really pushing doom to its limits by default.

>> No.3382195
File: 152 KB, 1000x1500, Ghosts Of Mars.jpg [View same] [iqdb] [saucenao] [google] [report]

It's dogshit.

Ghosts Of Mars is as close as you'll get to a proper Doom movie.

>> No.3382196

rage increasing.

Yes, lots of objects in the game are not 3D. They're 2D sprites.

And monster-monster collision and monster-player collision code IS 2D.
But the maps are 3D rendered.
And the player moves in 3D with the map.

>> No.3382203

i recently found out that gba doom 2's custom engine uses mipmapped textures, which i find interesting from a tech nerd pespective.

>> No.3382213

you can make monsters 3d, but it'll take some doing

>> No.3382224

>3d rendered
you can argue the maps are 3d but it's not rendered 3d, the software renderer can't render changes in pitch / looking up and down and just extends the same forward view. gzdoom does have 3d rendered maps.

>> No.3382234

So apparently Brutal Doom doesn't even work in more recent gzdoom updates.

>> No.3382236

>you can't render changes in pitch
>it's not rendered in 3D

What's it rendered in, 2D?

It's rendered in 3D.
If it can't do pitch that means it's limited. Doesn't mean it isn't 3D.

You could call something like Halo "Full 3D" but Doom is still a 3D game. the maps have length width and height.

>> No.3382238

the maps do, the renderer doesn't.

>> No.3382240

Heavens to Betsy!

>> No.3382241

brutal doom sucks & mark is a faggot

try it's offspring mods like brutal doom 4 for doom with the hd pack

>> No.3382242

Why does GZDoom not loop the music correctly?
Why do the MIDI instruments sometimes cut off unexpectedly?

And why is it that every time I fire my gun, the music volume (in fact, all the volume maybe) decreases for a while? (I'm playing on an HDTV which might explain it)

>> No.3382243

it's your hdtv compensating for volume

you have to go through the audio settings on your tv to find stuff like volume leveling or limiter or compressor or whatever user friendly term they made up happens to be

>> No.3382246

>a mod full of clunky hacks doesn't work with devbuilds that are overhauling the fuck out of all the scripting shit so that such clunky hacks won't be necessary anymore

>> No.3382249

i can't wait to see what happens with mark and his fanbase

i want the drama NOW

>> No.3382253

Mark vs Graf,

Whoever wins...

>> No.3382254

Whoever wins gets to maintain GZDoom

>> No.3382263

>:brutal doom is awesome, everybody loves it, even john romero, d44m was inspired by it & everybody who dislikes should kill themselves

>:gzdoom is awesome, carmack can suck a dick saying"zandronum does what zdon't". o yea, it's you can't change the source data without my permission so nah nah

>> No.3382265

And now that's all I'll see when I look at it, fuck you.

>> No.3382267

less wrist than doom 4

>> No.3382271

Just putting this out there, but I loved THIS hud for GMOTA, gave it that old game feel to it. Will probably just stay with it unless the 'reboot' does something spectacular.

>> No.3382273

Brutal Doom 4 is vaporware

>> No.3382278

brutal doom 4 is vaporwave

>> No.3382295

do lines that don't affect sector height contribute to the visplane limit? Like the lines used to modify lighting, or change flat textures only?

>> No.3382339

remember: BD is the mod that can't tell the difference between 0.1 and 0.l

>> No.3382352

will setting o.1 to 0.0 do anything gamebreaking? cuz that's what i do every time

>> No.3382353

MM8BDM v5 set for July 29th

>> No.3382358

oh boy here we go again

>> No.3382359

if you want to make a successful platform for others to build upon, it is unwise to change the platform in ways that break the things that have been built on it. consider the linux kernel's commitment to not break userspace programs even if said userspace programs are not correct.

>> No.3382374

>it is unwise to change the platform in ways that break the things that have been built on it.
It is also unwise to continue using archaic methods of development and continue to expect them to be supported as software continues to improve and change.

>> No.3382390


>> No.3382405

why does scythe degenerate into pathetic slaughtermaps after map 20?

>> No.3382417

is it me or at a glance, romeros' & carmacks' game looks like the division?


>> No.3382427

It should be enough if they keep access to old versions where said things still work.

In the meanwhile, if devs care so much, they must rework things in order for them to function properly in the newer versions or warn their users what specific version they may need.

>> No.3382436

and the closest thing to a manual we have for developing mods, the wiki, outright says what is deprecated and what you should no longer use

>> No.3382442

are there still people stuck on a pre 2.0 GZDoom? don't recall seeing anyone moan about that one for a while

>> No.3382458
File: 260 KB, 640x480, Screenshot_Doom_20160724_000025.png [View same] [iqdb] [saucenao] [google] [report]


Well, I bought a new computer yesterday and did a fresh install and it looks like this, so I guess I'll be using the vintage renderers for a while.
Hope they update soon, I was working on a project that used +ROLLSPRITE

>> No.3382461

>that mugshot expression
"Something's not right here..."

>> No.3382464

you should report that and the version, try a different branch from the dev page. like if you got 1866 then try 1846

>> No.3382482
File: 15 KB, 724x482, 1468555901023.png [View same] [iqdb] [saucenao] [google] [report]

you guys use any special midi soundfonts to play doom? I use sc55 music packs for vanilla stuff, but for megawads that have new music, what is a good soundfont?

>> No.3382487

What GPU did you get?

>> No.3382489

Are there any active IRC channels for Doom-mapping in particular? I know of the /vr/ channel, but looking to check out something out of that as well.

>> No.3382494

Who'd have thought that Rube Goldberg Machine of a mod would have problems?

>> No.3382504

don't trigger the autist.

>getting rid of the old HUD

>> No.3382513

What's a good WAD for Russian Overkill?

>> No.3382516


>> No.3382517

What do people want? For him to restart the mod from scratch to accommodate the new structure of gzDoom?

>> No.3382518

Since Brutal Doom is now affected Graf will conveniently start to give a shit about the dev builds breaking older mods and fix everything.

>> No.3382519

I believe it's safe to say that no one gives two shits about the base mod after shit like PB or brutal arsenal released.

>> No.3382523
File: 603 KB, 1366x768, Screenshot_Heretic_20160724_124009.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3382525

for him to update his mod as the engine he uses updates unless he plans to just use one version of it forever, which is entirely possible with all the starter packs on the internet

the latter is the only idiot-proof option, just package the version of gzdoom needed with the mod

>> No.3382529

Brutal Doom isn't developed on a rolling release schedule, though. That's pretty much the only way a mod will remain compatible with GZDoom devbuilds. See Hideous Destructor, there's a new update almost every week. It's one of the few mods that actually requires the devbuilds. Almost everything else works just fine on the stable release, and the mods that are broken in the devbuilds right now will likely also work fine once there's a new stable release. They're just really pushing to merge the scripting branch and don't want to worry about maintaining compatibility with 20 years of mods for the moment.

>> No.3382536

weirdly, reelism doesn't seem to have any issues on the latest gzdoom devbuild, and that fucking thing is basically held together with paper mache and prayer at this point.

("reelism or gzdoom?" "...yes.")

i'm guessing this is more examples of "0.l" level scripting than anything that'd require burning the house down and rebuilding... but to be fair, i'm pretty unfamiliar with that codebase.

>> No.3382537

Doom was a group effort.

>What do people want?
I want him to make Vanilla/Boom mapsets because he's actually pretty good at that.

>> No.3382540

what kind of fucking name is "insanity's brutality"

>> No.3382543

a mediocre metal album from some band in... i dunno, pittsburgh?

>> No.3382551


Sounds like a name an edgy weeaboo would come up with.

>> No.3382552

Friggin' finally.

>> No.3382557

>For him to restart the mod from scratch
This actually wouldn't be a bad idea.
Brutal Doom suffers extremely horribly from the author just spinning his wheels. It's aimless, directionless, and new features are being added simply for the sake of having features. Its goal of being the most brutal/gory/bloody mod has loooooong since been achieved, but now there's nothing else to do with it.

Having a reboot with a very clear direction, what to do, and what needs to be done, would be VERY welcome.

>> No.3382609
File: 1.14 MB, 1298x856, douk_noukm_forever.png [View same] [iqdb] [saucenao] [google] [report]

What are some ok wads that would spice up a DM server?

super shotgun bara titjobs are getting kinda stale

>> No.3382614

DBAB is cool
AFTS dm is nice but has varying quality, oh and adds new sounds which i am not very font off
Rebirth Unleashed instagib is fun as fuck
Dwango 21th anniversary is kinda fun, not many people are fan of it though but i like it.
32-in-24 2013 is fun

>> No.3382638


None. He got swindled

>> No.3382649


>> No.3382656


I'll see what I can do later.


Is anything here considered spectacular to you?



Because it was a mess, anon, and did a shitgarbage job of telling the player specific things. Kinda like GMOTA in general.

Plus the old HUD didn't adhere to a proper pixel grid and that's been chafing my balls for three years now

>> No.3382660
File: 855 KB, 1360x768, 2hyxyte.png [View same] [iqdb] [saucenao] [google] [report]

I love the brutal community! brutal community make good cuality mods!

>> No.3382663

I am.
I still only have intel's shitty integrated gfx card on my archaic processor.
I'm playing Golden Souls on ZDoom.

>> No.3382667

Wasn't that because mark is a retard and instead of using A_FadeOut(0.1) he put A_FadeOut(0.L) ?

I'm sure that was the only problem and that was only because of the floating point re-write.

>> No.3382669
File: 1.16 MB, 1360x768, 21aff4p.png [View same] [iqdb] [saucenao] [google] [report]

more cuality 4u

>> No.3382672

how do you get doom to look this retro

>> No.3382675


the fuck is going on there

how did they get two weapons on screen


he's playing with doom retro obviously

>> No.3382678

>Check my hour-long Q&A with Miles Lowroad from the VGP Server Cluster. If you can endure my shitty english speaking skills, you can listen some about the future of my mods, Brutal Doom 64, Brutal Doom v21, the Starter Pack update coming along with it, my ideas about making an indie game, and more.

can't wait to see what new game he manages to make with his coding skills

it'll be a new standard for unity games

>> No.3382682

>guys check it out
>I'm gonna make a gun
>A gun
>It's an alien gun
>looks like a worm
>get it?
>but wait
>it shoots chainsaw wielding arms
>Pretty sick, huh? Huh?

>> No.3382684

Where was this for Dump 3?

>> No.3382686


Going by what I heard about his code, I doubt that he'd be able to wrap his head around RPG Maker, let alone Unity.

>> No.3382698

Oh, that's something I (a random anon not affiliated with any other project) was working on to learn some decorate.
I've only made two weapons, a crossbow and throwing axe, and haven't done any work on it in a while.

>> No.3382707

The dude can't even wrap his head around babby-tier Decorate and ACS.

>> No.3382715

>making an indie game
mite b intrasting

worst case scenario, it'll be as half-assed as his job on ROTT 2013's gore.

>> No.3382719 [SPOILER] 
File: 210 KB, 1280x1024, 1469398977889.png [View same] [iqdb] [saucenao] [google] [report]

this sprite looks sexy but it is not good when something is behind the dead body. Cacodemon syndrome... gotta think of a lot of things to make gud cuality.

>> No.3382724

Man, that dude is kissing Mark's ass so much, I can almost taste Mark's shit just listening to his voice.

>> No.3382726

something in your sentence is terribly off

>> No.3382728


To be completely honest, I'm legitimately interested in his take on an indie game.
All that he's shown to be capable of doing is coding (badly) and spriting (badly), but there's far more to making a full game.

How will he handle sound design? How will he handle music? How will he handle UI design? How will he handle PR?

Answer: Get an asskisser to do it, get an asskisser to do it, get an asskisser to do it, say "I'm the brutal doom guy" and watch as cash flows in.

>> No.3382729


What, you mean you don't eat with your ears?

>> No.3382730

That was a joke. You're not supposed to interpret it literally.

>> No.3382732

>How will he handle sound design? How will he handle music? How will he handle UI design? How will he handle PR?
to all?


ESPECIALLY sound design.

>> No.3382737

>How will he handle sound design?

>> No.3382738

i'm aware, anon

i was just bored to death waiting for reelism to download

>> No.3382742

I gotta say, Suspended In Dusk with DRLA on the Technophobia difficulty was one hell of an experience.
So many techviles.

>> No.3382743

Oh yeah? Then I hope you have fun with reelism, because it's a great mod, you smartass.

>> No.3382748

Metaphor: A thing regarded as representative or symbolic of something else, especially something abstract.

So in this post, Anonymous is pointing out that "the dude" is kissing Mark's ass. As you probably know, kissing ass often isn't meant literally and instead means that someone is praising someone beyond what's acceptable, fawning over them, flattering them, often with implications of ulterior motives such as self-gain e.g. kissing someone's ass so that they do you a favor.

Following " that dude is kissing Mark's ass so much", Anonymous emphasizes the ass kissing by saying that he can taste the shit that one would have in their mouth if one were to actually kiss an ass, especially Mark's. This is an extended metaphor, adding onto the idiom of ass kissing.

I'm not an English major so I could have described much of this incorrectly, but I hope it clarifies enough for you to enjoy the post.

>> No.3382753

>the zdoom projects subforum has 1993 threads open as of now

>> No.3382756

what's all that

i'm sorry anon i'm too busy having fun with reelism whee

>> No.3382782

I've never played this, so let's see

>> No.3382801

I want to like Ancient Aliens but playing it is weirdly boring.

>> No.3382846

That's like half of everything Skillsaw does tbhfam

>> No.3382870

>16 frame blackpoint fade particle
>10 rotated copies
>Horizontal flip via decorate
>20 variations of one particle
>160 sprites
What if ZDoom had RotSprite in it like Aseprite? May be too much to do live, and parsing the code on load to figure out what needs to be rotated and stored in memory may be too much, but if it can be done at all then perhaps at least it can be used via the Textures lump.

>> No.3382890

>How will he handle sound design?
>How will he handle music?
garage band metal (mite b cool)
>How will he handle UI design?
no idea
>How will he handle PR?
he'll try to make you his bitch

but he can make pretty decent maps, so...

>> No.3382905
File: 1.68 MB, 368x239, AAAAAAAAAAAAAAAAAAAAAAAAAAAAA.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.3382906

Have you been told about our new lord and savior +ROLLSPRITE?

>> No.3382908

GL-only and breaks pixel grid like a bad indie game. Better off just cutting down on the amount of rotation variants and the frame count.

>> No.3382921
File: 105 KB, 347x500, so you want to kill yourself.png [View same] [iqdb] [saucenao] [google] [report]

>can play through ultimate and 2 in UV easily

>have to go on HMP for pretty much any mod and even TNT/plutonia

>> No.3382927


you'd think the fact that the monsters are dropping those pickups and don't get frozen would mean something is incompatible
you'd think he'd get the hint

>> No.3382932

Why would you even load those two mods together? Metroid wasn't a violent game. Why does everything have to be coated in blood, guts and semen even when it doesn't fit the mod in question?

>> No.3382943

It is a joke wad? I mean it's good, but too many bad placed goodies and way too much green armors.
I get the idea of the map and it's good, and the jokes were lame but i kek'd inside.

>> No.3382969


Anon, it's supposed to be very, very hard. There's nothing to be ashamed about.

>> No.3382974

Suddenly I realize the reason behind the golden revenants.

>> No.3382981

Plutonia is bullshit, and not UVing it is like not UVing a shitty slaughterwad. Nobody cares except the tryhards and trolls.

>> No.3382983

what is this?

>> No.3382993
File: 88 KB, 786x433, innocuouselevator.jpg [View same] [iqdb] [saucenao] [google] [report]

>Be about to finish the map
>GZDoom Builder crashes
>Set back by 40 minutes

Darn. Thankfully it was only one area I was rather unhappy to begin with, but still.
So close to finishing, so annoyed. 18.5k linedefs and whatnot.

>> No.3383003


>bad indie game

Anon. Nintendo was doing that with a lot of their GBA games

>> No.3383005

I guess that shit has to happen a few times for you to develop the habit of saving often.

>> No.3383006

It's a lot different when it's a lot of actors on a large screen and not occasionally a few things on a GBA.

>> No.3383009


Anon, there was hardware sprite rotation even on SNES.

>> No.3383018
File: 22 KB, 480x360, 1452725789950.jpg [View same] [iqdb] [saucenao] [google] [report]

>censor bars

but why

>> No.3383026


Mods will ban lewd posters. It's the same reason why people will also censor HDoom screenshots.

>> No.3383028


>> No.3383031
File: 18 KB, 276x230, 1447883275512.jpg [View same] [iqdb] [saucenao] [google] [report]

oh i thought it was actually a part of the sprite

>> No.3383041
File: 1.19 MB, 299x222, crawling out of hell.gif [View same] [iqdb] [saucenao] [google] [report]

Why do I keep getting 404'd on all idgames pages? I know that idgames isn't down, but I just can't fucking access it.

>> No.3383042


Works perfectly for me.

>> No.3383049

post a link that gets you a 404

>> No.3383057

I'm trying to download this right now

But it's not just this page. Every idgames page redirects me to Doomworld's 404 page. I tried it on 3 browsers and they all give me a 404 page. It's probably not a problem with my internet provider either, because it -only- happens with idgames. I don't know what's going on.

>> No.3383065

It works for me, the problem is on your side.

>> No.3383069

so is it https://www.doomworld.com/idgames/levels/doom2/Ports/j-l/lmtemple itself that's 404ing or is it one of the downloads, and if the latter then which

right now all i know is it loads from here, try a proxy like http://onlineproxy.eu/

>> No.3383081

It worked with the proxy, thanks a lot.
And yeah, the whole page wasn't loading. As soon as I entered any idgames page it just gave me a 404. But since it works now with the proxy, I think the problem might be my with ip. Makes no sense, but I'll just roll with it.

>> No.3383090

>vanilla ice
>some emo fag
no thanks

>> No.3383094

Save every couple of minutes anon. save new versions every 5 or 10 minutes. I dont care if you make 400 new versions of your wad file, you can always delete the old versions. That way you never lose anything

>> No.3383102
File: 16 KB, 328x281, 29ehtuf.jpg [View same] [iqdb] [saucenao] [google] [report]

>vanilla ice

>> No.3383125

Actually plutonia is very hard. I started playing doom at 9 and i beat plutonia when i was 14
I was scared of the revenants in the room with the medikit ;_;

>> No.3383126
File: 1.45 MB, 233x291, 1456259026016.gif [View same] [iqdb] [saucenao] [google] [report]

>powerpuff girls
>adult swim logo

>> No.3383142
File: 166 KB, 585x729, 1339962662572.jpg [View same] [iqdb] [saucenao] [google] [report]

Is there an alternative to the "SO YOU WANT TO PLAY SOME QUAKE" shortened google link?

>> No.3383160

Does Quake 3 support 1920x1080? Trying to get it work with ioquake3 but one of the installers is saying that the engine needs to be downloaded first so I think it's something fucky with that because I can definitely play the game, but it goes to some weird resolutions and skips 1920x1080.

>> No.3383161
File: 321 KB, 1280x720, Screenshot_Doom_20160724_233307.png [View same] [iqdb] [saucenao] [google] [report]

God came down to me, and he said I have inherited all of man's misery and all of man's punishment.

>> No.3383163
File: 393 KB, 1280x720, Screenshot_Doom_20160724_233545.png [View same] [iqdb] [saucenao] [google] [report]

A better view, just so you know how fucked I am

>> No.3383168
File: 271 KB, 706x507, 1448483569547.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3383172




>> No.3383180

I have never been to /vr/ before and I want you to know this is the best post I have ever read. Thank yo.=u.

>> No.3383187


That's not what a retracted foreskin looks like.

Source: I have one.

>> No.3383190

Disregard this, I suck cocks.
Didn't realize there is a pasta.

>> No.3383193
File: 1.75 MB, 331x240, [Judges Internally].gif [View same] [iqdb] [saucenao] [google] [report]

Oh lord.


I didn't know /pol/ made a doom mod. I'm just anticipating all the shitposting in the comments to come.

>> No.3383226

That mod is pretty old, I'm surprised you never heard about it.

>> No.3383315


>thank yo.=u

What did he mean by this

>> No.3383324


that he hamfisted his keyboard

>> No.3383332

Plutonia is very hard, but hardly "bullshit". Every encounter can be dealt with fine if you have the skills and experience.

>> No.3383336

D4D is too fast for Speed of Doom's trick and traps

>> No.3383379

What's a good megaWAD with a sense of progression, like you're moving through a story of some kind?

>> No.3383382

Going Down

>> No.3383383

>Plutonia is bullshit
No, it's veteran tier.

Plutonia doesn't as much swarm you with hordes (most of the time) as it just uses mean and effective monster placement.

There were people who were bored with the difficulty in Doom and wanted something to really sink their teeth into, Plutonia is exactly that.

>> No.3383387

that was done by infinity-chan, it seems. the infite logo is on a few parts

>> No.3383389

Hellbound really does a nice progressive thing with it's levels.

I'll throw the occasional swarm at you though, so be aware of that.

>> No.3383397

Also plutonia was made by some experienced players who would playtest then add more difficulty if they found it too easy.

Lets not forget the whole thing was made in a couple months, really impressive what those 2 brothers managed to do and I take my hat off to them, especially considering they were using DETH which I can't imagine is as intuitive as modern doom builder

>> No.3383405

Freedoomguy is cute

>> No.3383413

That too, it's pretty impressive all things considered.

>> No.3383416

please submit short quotes, it's hard.

it's light hearted, I may have overkilled pickups after otheranon complained about lack of health.

>> No.3383417

"hitler did nothing wrong"

>> No.3383418

"unfollow my blog if u are cis"

>> No.3383419


"I'm in and tracking his IP now."

>> No.3383423

"Capital wenisberry"

>> No.3383425 [DELETED] 


is there really a difference between infinity-chan and /pol/

>> No.3383431

"futa is gay"

>> No.3383434

Yes. 8ch has /agdg/.

>> No.3383436

i'd use it but i'm jew :^)
will use
will use
wtf is this?
will use

optionally submit quotes with <VERB> <MONSTER>: <QUOTE>

>> No.3383440
File: 71 KB, 931x607, 8ch.png [View same] [iqdb] [saucenao] [google] [report]

/pol/ is not the entirety of 8ch

>> No.3383452
File: 56 KB, 974x715, knee deep in the shit.png [View same] [iqdb] [saucenao] [google] [report]

>8ch /pol/ is now more active than 8ch /v/

>> No.3383457

"The right to keep and ʕ⊃•ᴥ•ʔ⊃ arms"

>> No.3383462

I made this map by masturbating constantly, and carefully guiding every stroke of my cock to form another linedef.

>> No.3383464


>> No.3383465

"Quake is a better game"

>> No.3383468
File: 601 KB, 1440x900, 1466701538502.png [View same] [iqdb] [saucenao] [google] [report]

I knew it wouldn't work but I tried it anyways

>> No.3383469

Now that's a short quote.

>> No.3383470 [DELETED] 

you're sure quick to defend the honor of your offshore faggot containment facility

>> No.3383471 [DELETED] 

you're sure quick to be a knee-jerk faggot

>> No.3383472

god dammit i deleted my post to avoid this

>> No.3383473
File: 1.56 MB, 1440x960, problematic thing.png [View same] [iqdb] [saucenao] [google] [report]

Their existence always makes me roar with laughter.

>> No.3383475

>Leftist Politically Incorrect
>Politically Incorrect

>> No.3383494

My favourite /pol/ WAD was the parody one that anon here created

>> No.3383504
File: 96 KB, 1440x900, Screenshot_Doom_20160725_011804.png [View same] [iqdb] [saucenao] [google] [report]

alright lads

>> No.3383509

H-have fun, anon.

>> No.3383514
File: 476 KB, 245x192, Jay-Z Awkward.gif [View same] [iqdb] [saucenao] [google] [report]

This gonna be good

>> No.3383517

rip in reeses pieces

>> No.3383518
File: 930 KB, 200x200, live reaction not scripted.gif [View same] [iqdb] [saucenao] [google] [report]

you know not what you do

>> No.3383519

Squad summoner and BFG are basically the only way to work this room

>> No.3383520
File: 422 KB, 1440x900, Screenshot_Doom_20160725_012658.png [View same] [iqdb] [saucenao] [google] [report]

>it's an I forgot my fucking screenshot episode

>> No.3383578

i feel i want to use Russian overkill with this.

>> No.3383582

Gothic99 was such a disaster. They put so much focus on the detailing that they forgot they were even making a deathmatch wad resulting in shit gameplay. And at the time, the amount of detailing it had was enough to crash most peoples computers. Theres a reason why its on here http://www.doomworld.com/10years/bestwads/infamous.php

>> No.3383616

Is there such thing as a ZDL equivalent for Linux?

>> No.3383620

you could use doomseeker exclusively for starting single player

alternately git gud and use the command line

>> No.3383630

Thanks, didn't realize I could do that.

>> No.3383650
File: 36 KB, 500x536, smiling george costanza.jpg [View same] [iqdb] [saucenao] [google] [report]

>vanilla ice

>> No.3383849
File: 25 KB, 320x240, Kekle Katarn.jpg [View same] [iqdb] [saucenao] [google] [report]

>My beats are so hot, watch them melt steel beams.

>> No.3383869


>> No.3383870
File: 221 KB, 640x360, ranger.png [View same] [iqdb] [saucenao] [google] [report]

i was watching the old second life episode of monster factory

>> No.3383883
File: 154 KB, 211x512, doomrage.gif [View same] [iqdb] [saucenao] [google] [report]

>tfw you actually use the chaingun but nobody ever leaves ammo for it except at the early levels which are super easy anyway

Also is anyone else having trouble with 4chan loading today or is my internet just shit like it usually is?

>> No.3383885


People seem to have no appreciation for bulelts.

>> No.3383886


Well they are the weakest ammo so it does make sense, but it destroys all the hitscanners outside spiderdemon and is good at stunlocking medium tier demons like cacos. I'll admit that it is useless against pretty much anything bigger though.

>> No.3383918

Apparently got a terrywad https://www.doomworld.com/idgames/themes/terrywads/jero

>> No.3383945

new thread pls, I want to make a question

>> No.3383947

??? it's page 5

>> No.3383960
File: 389 KB, 1920x1440, RockingCaco.jpg [View same] [iqdb] [saucenao] [google] [report]

how I start into Quake (1) mapping

I've made some MP maps in Unreal Engine 2 but that's it

>> No.3383962

Learn how to use Trenchbroom.

>> No.3384050 [DELETED] 
File: 38 KB, 222x229, GW222H229.jpg [View same] [iqdb] [saucenao] [google] [report]

What's the deal with doom babbies?

>> No.3384051

I sometimes kill Hellknights with it, if they happen to be among hitscanners.

>> No.3384059

Often custom maps make you fight a lot of medium demons at the same time, so it'll be like a dozen cacos. The chaingun kind of stops working outside vanilla doom1/doom2.

>> No.3384091

Most of my ideas probably necessitate waiting until Zand 3.0.

>> No.3384098

GMOTA if you want something extremely different.

>> No.3384103

what would that even look like

>> No.3384132
File: 54 KB, 615x466, finally_done_with_it.jpg [View same] [iqdb] [saucenao] [google] [report]

Finally I am fucking done.

Now monsters, secrets, items, triggers and whatnot...

>> No.3384268
File: 7 KB, 200x200, 29a73a1918af060b33bc9.jpg [View same] [iqdb] [saucenao] [google] [report]

If Doomguy was a character from Full Metal Jacket, who would he be?

>> No.3384275

Animal Mother of course.

>> No.3384378
File: 61 KB, 1024x576, animal mother.jpg [View same] [iqdb] [saucenao] [google] [report]

Of course, the big unhinged motherfucker with the M60 and square jaw!

This is how I Doom half the time, running from cover to cover like a madman all guns blazing.

>> No.3384434
File: 7 KB, 166x152, plasma-rifle.png [View same] [iqdb] [saucenao] [google] [report]

I'm not sure about this one just yet. Any ideas on how to make it better? Keep in mind that the screen will display gameplay-pertinent info so I can't just shove it out of the way.

>> No.3384440

the screen doesn't look like it's a part of the gun, add a little bevel to the bottom of the gun where the screen would pop out from, maybe a little 4 pixel box meant to represent a latch

the iron sights make no sense and are very out of place visually. they don't match the colours, they lack the shading everything else has, and you can't see it through the screen.

the black band in the middle, i don't think that's helping it but try making it brown like the muzzle of the gun up front.

maybe even tear out the existing screen display, all the bright lines and patterns, and redo it so it's pixel-sharp and more defined because right now it just looks scaled down.

>> No.3384456
File: 12 KB, 331x473, 3NXk96G.jpg [View same] [iqdb] [saucenao] [google] [report]

We also would have accepted Gunnery Sergeant Hartman, but this answer is fine

>> No.3384457

Ditch the sights

The screen looks like it's just pasted over, give it something that "attaches" to the rest of the gun

>> No.3384482
File: 370 KB, 754x960, Doom-Logo-1.png [View same] [iqdb] [saucenao] [google] [report]

I made an old school Doom Marine. Just thought I'd share it with you guys

>> No.3384489

Lookin' good, anon.

>> No.3384502
File: 122 KB, 640x1200, 1469479184.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3384504


>> No.3384518
File: 6 KB, 260x274, 260px-Pazuzu.jpg [View same] [iqdb] [saucenao] [google] [report]

truly scarier than hell

>> No.3384519
File: 61 KB, 640x400, Heretic-Maulotaurs[1].png [View same] [iqdb] [saucenao] [google] [report]

Why are maulotaurs so fucking difficult

>> No.3384521

>play PSX TC
>interesting music, general map improvements
>some maps are shortened
>some are omitted/out of order

>game seems way easier
>some enemies are slower (especially boner)
guess that's what I get for playing a doom game made for a console

>> No.3384529

Mod name?

>> No.3384534

protip: hit the thing until it dies

>> No.3384537

Play on UV, the re-mixed gribbly placement can lead to some pretty hectic ohbloodyfuckwhatsgoingon moments

>> No.3384541

see >>3384504

>> No.3384561

It was darker than Doom 3

>> No.3384571

RIP yholl's teeth, please take it easy and do not rush to get back to dump 3, wisdom teeth are a bitch

>> No.3384582

Playing JPCP here. I'm locked in pic related (map 54-pit). I'm supossed to jump or what? I didn't need to jump till now

>> No.3384585 [SPOILER] 
File: 582 KB, 1920x1080, 1469482565329.png [View same] [iqdb] [saucenao] [google] [report]

Forget pic

>> No.3384590

How do I not suck with the mage? The ice blast is so shit.

>> No.3384591


Look in the mirror.
Look really carefully.

>> No.3384592

there's something off in the mirror

>> No.3384607

Yeah, I know, I used noclip. But I think there is something I'm ignoring. Also, jump key doesn't work

>> No.3384619

>I think there is something I'm ignoring

>> No.3384620

JPCP is boom-compat, so no jumping

>> No.3384621

I always play on UV

>> No.3384623

I'm interested in making a map, but I've never done anything like this before. How easy is Doombuilder to learn? Can it be used for Heretic?

>> No.3384624

try it without mods. mods break things.

>> No.3384628

it's relatively easy to make a simple map like what people did in the mid nineties but to make anything that meets with modern expectations requires a million years of effort. and yes you can map for heretic.

>> No.3384631

Goddamn I LOVE this mod's aesthetic.

>> No.3384636

OOOOOOooooooh, now I found it. One applause for the chinese people

>> No.3384658

Because Heretic's weaponry is kind of poopy doo outside of the designs, which are 10/10

>> No.3384678

What map is that from?

Also D4D gets a lot easier when you get either piercing shots for your super shotgun or siphon grenades, which heals your health AND armor.

I play on Nightmare exclusively now as a result.

It's funner

>> No.3384681

We hit image limit, hoo

>> No.3384689

>What map is that from?
BTSX MAP24, tough skin river

one of the best endings to any mod in the history of gaming imho tbqh

>> No.3384691

hey guys, what are your thoughts on Eddie motherfucking Valiant?

>> No.3384692

he's cool in my book

I mean, you gotta give it to the man, 's gotta be harsh being both a detective and a megawad at the same time

>> No.3384697

i guess image limit is higher than you think
i have no idea what it actually is

>> No.3384698

>rolf calls the Eds over to play Doom on his SNES.jpg

>> No.3384706


>> No.3384712

it was just a test, why waste too much space on the archives' hard drives?

>> No.3384718
File: 351 KB, 512x384, 1391310072766.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3384741
File: 18 KB, 261x296, [Oiling Intensifies].jpg [View same] [iqdb] [saucenao] [google] [report]

Tired of Hitscan enemies?

THEN THIS http://www.moddb.com/games/doom-ii/addons/simple-mutators-snailbullet-alternate-tracers-v2


Didn't make it myself but rather found it, it basically makes all the previously hitscan gun enemies fire visible bullets you can avoid instead of just getting hitscanned.

>> No.3384846

... why was this deleted

>> No.3384851


Judging by >>3384712 I'm assuming that the poster didn't want their dumb image limit test to take up space on archive servers.

>> No.3384854

i deleted it myself to curtail further idiot responses
no that was just explaining why i posted such a small image

>> No.3384860 [SPOILER] 
File: 247 KB, 640x480, 1469489865320.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3384865

>No, YOU suck it down!

>> No.3384867


>> No.3384872
File: 289 KB, 900x900, serious.jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.3384910

Why don't you just move when the animation for the hitscanner starts? That's what I do and it works pretty good. I'd recommend binding strafe buttons.

>> No.3384917
File: 252 KB, 640x1920, fucking CHAINGUNNERS.png [View same] [iqdb] [saucenao] [google] [report]


>getting away from chaingun fuckers sniping you across a map on the highest fucking point possible

Good luck with that.

>> No.3384923

Don't go out in the open where there are enemies with machine guns. It seems pretty cut and dry. Maybe you should lower your difficulty down from Hurt Me Plenty.

>> No.3384930
File: 2.06 MB, 1951x2970, Poster_for_The_Screaming_Skull.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3384934
File: 182 KB, 700x526, I understand your AAAAAAAAAAAAAAAAAAAAAAAAA.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3384941

You don't, the weapons are mostly pretty piddly and the enemies are mostly pretty annoying.

Welcome to Hexen.

>> No.3384943

wow, i wish i was as good at doom as you!!!

>> No.3384945

You just gotta practice. You'll get there, champ.

>> No.3384946
File: 103 KB, 170x273, that time rito was cloned and gangbanged mikan.png [View same] [iqdb] [saucenao] [google] [report]

>not running for cover when facing hitscanners
>not staying away from the open areas when facing hitscanners
>not immediately targeting and shooting the hitscanners first to eliminate that standing threat
>not actually using the hitscanners to start a massive infigthing melees between hordes of monsters
>I can't dodge it like imp fireballs so it's too hard

I never got this. I swear some day we'll see people remove the splash damage from rockets so that people can use it like you're not supposed to.

Like, I'm not one to say you shouldn't mod the game if you think that's a fun thing to do, shit, I play with mods most of the time, but hitscanners are just part of the normal Doom challenge.

>> No.3384947

This guy gets it.

>> No.3384948


>> No.3384954
File: 113 KB, 767x515, uglybugly.jpg [View same] [iqdb] [saucenao] [google] [report]

Oh crhist, how did it get so late.


So I finished map, and I am out for some testing. Too bad it has gotten so late, so I thought I could throw you this piece of shit to tear apart. Boom-compat, no jumping/crouching intended.
Mostly interested hearing about difficulty curve and ammo, particularly.

Thank you.

>> No.3384974
File: 33 KB, 640x480, action is his reward.jpg [View same] [iqdb] [saucenao] [google] [report]

You seem to take it personally, but really, it's not hard to learn how to handle hitscanners.

The first thing you do when you hear them is to make sure they can't see you, then you try to determine where they are, then shoot them before anything else, they are fragile unlike most other enemies so this is typically reasonable.

If you're taking hits from afar get somewhere out of sight, then determine where they're shooting from. Think of it like a brittle Arch-Vile, almost.

Also, hitscans, like melee attacks, don't check for species or anything, ANY hit will draw aggression, chaingunners and shotgunners are fantastic for turning any room into a clusterfuck if you trick them properly, domino effects are not seldom seen.

Really, people think to separate Doom from newer shooters too much and insist that taking cover isn't what Doom is about (because many modern games have focused too much on cover), but that's wrong, taking cover is tremendously useful in Doom, always has been, even though you can largely eschew taking cover for most of the standard game (something which can, and will work just fine), there are lots of times where taking cover from enemy fire, even for just a second, can be of radical help.

Someone should really make a Pro Doom Monster Strats kind of video for fighting hitscanners.

>> No.3384978
File: 69 KB, 640x400, Screenshot_Heretic_20060714_232543.png [View same] [iqdb] [saucenao] [google] [report]

I should really get this out sometime soon. Feel free to suggest more monster ideas.

>> No.3384987

>You seem to take it personally
i was making a joke, but on retrospect it does come off as fairly bitter

>> No.3385014

Plutonia deliberately abuses exploits. It's bullshit. Take your heads out of your assholes.

>> No.3385024
File: 56 KB, 500x671, 1363225491132-5.jpg [View same] [iqdb] [saucenao] [google] [report]

Is someone gonna make a new thread?

>> No.3385025

>then shoot them before anything else
And when they're out of range? Got any bright ideas now?

>> No.3385026


We're only on page 7, ya dip.

>> No.3385030

Get closer, or if that's not an option, avoid them.

>> No.3385031

Have you put any skeletons in it yet? There's a skeleton with a sword on Realm 667.

>> No.3385032

>play quake
>jump into teleportal
>ZHREIREW sound from Super Mario 64 plays

>> No.3385036

>Plutonia deliberately abuses exploits
>it's not fair ;_;
Plutonia expects you to use exploits as well, such as arch-vile jumps and strafe/wall running.

You don't need to do them, but it's made for you to do that in mind.

Again, Plutonia is literally the Git Gud expansion, watch and learn:

>> No.3385042


>play quake
>get sick of the shittiest shotguns in any game ever and stop after a few maps

I mean I like the game but jesus christ the shotguns are so bad.

>> No.3385046
File: 883 KB, 640x360, gzdoom 2016-07-25 22-34-50-03.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3385047


If you're talking about the Deathknight, than yes. If it's on the R667 and not ugly, I've probably added it, albeit with their behavior nerfed because holy shit R667 enemies do way too much damage.

>> No.3385053


>> No.3385056

Actually, it's MAP25, "The Unsinkable Fats Domino"

>> No.3385058


And you thought Doomguy was the only one who skated

>> No.3385061

I was talking about this guy

>> No.3385062
File: 84 KB, 894x894, 1448123716242.jpg [View same] [iqdb] [saucenao] [google] [report]


What mod is this?

>> No.3385063

Temple of the Lizard men 3. Great mod if you enjoy Aztec/Mayan/Incan maps

>> No.3385064


Yeah, that... looks kinda ugly and too disparate from Heretic's base monsters.

>> No.3385065

I now want a Samsara-like skateboarding Quake mod

>> No.3385069


>I'm here to kickflip and chew bubblegum, and I'm all outa gum

>> No.3385072
File: 13 KB, 585x635, HUUUUUH.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3385073
File: 74 KB, 640x400, Screenshot_Heretic_20060714_232940.png [View same] [iqdb] [saucenao] [google] [report]


I also have this enemy, sprites based on the Strife player. Has an assault rifle for long range, autoshotty for short, also grenade launcher, and it can deploy a shield. The shield doesn't make the monster invulnerable and shield is actor based; it protects from impact damage from the front, but not explosive damage, and it can deploy a drone for fire support while shielded.

>> No.3385090

>idiot responses
such as?

>> No.3385092
File: 29 KB, 671x673, 1462320932189.gif [View same] [iqdb] [saucenao] [google] [report]



Interview with Tim Willitis on the new Quake

>Game will be like Quake 3 but with Quake 1's asthetics (goth/lovecraftian)
>Different characters will have different abilities (Ranger has a teleporting sphere, Visor has wallhack)
>The woman in the trailer is actually "Nix", a new character, she's fast and can phase short distances
>The big guy, which I couldn't understand the name, is also a new character. He can rush and trample people

>> No.3385093

so just play normally as I always do?

>> No.3385096

>The big guy

>> No.3385097

im pretty fucking agitated right now

>> No.3385098
File: 66 KB, 400x250, 1465166140927.png [View same] [iqdb] [saucenao] [google] [report]

>We want the overwatch audience

>> No.3385101



>> No.3385102

you'll get to whine if it lacks any sort of proper FFA mode

>> No.3385103

try again when another title is announced

>> No.3385104 [SPOILER] 
File: 5 KB, 250x235, 1469499450773.jpg [View same] [iqdb] [saucenao] [google] [report]

>The big guy, which I couldn't understand the name, is also a new character. He can rush and trample people
>The big guy, which I couldn't understand the name, is also a new character
>The big guy, which I couldn't understand the name
>The big guy

>> No.3385105
File: 289 KB, 177x177, 1457578437652.gif [View same] [iqdb] [saucenao] [google] [report]

>id wanting to try new things
>people automatically assume its shit because its not quake

I mean, it's obvious that they're not gonna fucking copy Overwatch, hence the mention that it'll be like Quake 3. They're just taking certain aspects of it and trying to experiment with it. We don't even know jack shit about it gameplay wise (other than what we've been told so far), and people are complaining because "bawww this wasnt in MY quake!!!!!!!!" As far as I'm concerned, this will just make the game a little more interesting to play, not to say the other Quakes were bad or will pale in comparison to Champions.

And besides, it's been confirmed that there will be strafejumping/rocket jumping so that's all cool with me cus I love that shit.

>> No.3385107

thanks for pushing the image limit

>> No.3385113 [SPOILER] 
File: 83 KB, 720x540, 1469499713065.jpg [View same] [iqdb] [saucenao] [google] [report]


If you like images, I've got a couple.

>> No.3385117

So long as abilities don't REPLACE skill but just add to the game, i'm fine with it.

>> No.3385120

It's a modern game.
Don't get your hopes up.

>> No.3385127

Same guy, I totally agree and from what we've heard, abilities not replacing skill will most likely be the case.

>> No.3385129 [DELETED] 

>muh petthimithm i'm so emo

>> No.3385132


>> No.3385137

well there are a lot of modern things I like and most of those things just so happen to be games

am i not supposed to feel happy

>> No.3385139
File: 20 KB, 240x244, 265.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3385153


No, but I would wonder why you're on /vr/, then.

>> No.3385158
File: 158 KB, 580x387, UAlQnDC.jpg [View same] [iqdb] [saucenao] [google] [report]

I've been digging Bloodstain with the D4D mod. It works surprisingly well...?

>> No.3385160 [DELETED] 

>I need to be able to dodge bullets
But the combination of hitscan and projectiles is a core part of the doom gameplay. It forces you to priorities the hitscanners of the dodge-able projectile enemies.

You can't dodge bullets in real life, so why would you want to in a game? learn to use cover, it aint hard.

>> No.3385161

shut the FUCK up, donny

>> No.3385162 [DELETED] 
File: 12 KB, 400x300, ..jpg [View same] [iqdb] [saucenao] [google] [report]

to discuss retro FPS and retro games in general in addition to the other modern games he likes perhaps?

you know, like 99% of the remaining population in this board does?

>> No.3385163 [DELETED] 

>You can't dodge bullets in real life, so why would you want to in a game?

This is the worst argument anyone has ever uttered.

>> No.3385165 [DELETED] 

>like 99% of the remaining population in this board does?
[citation needed]

>> No.3385171 [DELETED] 

Considering doom uses real firearms (up until the Plasma gun / BFG - but they fit with the sci fi futuristic view of "real" guns), its a pretty decent argument.

Hitscan is just a way of implementing firearms without having to model an actual projectile.

The problem here isn't hitscan, its players not being able to deal with firearms and take cover. Go play rainbow 6 or something to get them operator skills up.

>> No.3385172 [DELETED] 

...but... you can though?

It's not impossible unless you're immobile.

>> No.3385174 [DELETED] 

>its a pretty decent argument.

>> No.3385176 [DELETED] 

>Go play rainbow 6

Absolutely disgusting.

>> No.3385179 [DELETED] 
File: 197 KB, 702x936, fu.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3385180 [DELETED] 

you can dodge away from someone lining you up with a gun, but once the bullet is fired, you can't dodge it. usually the bullet will be in your body before you hear the shot, provided supersonic ammunition.

Just like in doom, you can duck behind a wall when a hitscanner is about to shoot you. its not hard.

feel free to provide a counter argument. The main point is that the combination of hitscan and projectile enemies is a core element of doom gameplay. If you make everything dodgeable, you lose that element.

>> No.3385182 [DELETED] 


Yeah but you carry around a freaking chaingun and it's one of the weaker weapons in the game. It does the same damage as the pistol at just a higher firerate. You can explode people with your fists if you take drugs, and the shotty doesn't even need to be loaded. Being realistic is something doom is not good at, and that's not even getting into the fucking demons.

>> No.3385183 [DELETED] 


>> No.3385186 [DELETED] 

>The main point is that the combination of hitscan and projectile enemies is a core element of doom gameplay.
that's fine because it's literally true, but "that's how it is in real life" is absolutely stupid when talking about Video Games.

>> No.3385189 [DELETED] 

>The main point is that the combination of hitscan and projectile enemies is a core element of doom gameplay.

This is true.
"This should be like this in video games because that's how it is in real life" is not a decent argument.

>> No.3385192 [DELETED] 

its the combination of "game realism" and demons / magic / fireballs that makes doom so great. You feel like a real sci fi marine with a chainsaw ripping through demons.

Being able to dodge bullets just seems wrong. I mean, all the hitscanners are zombies, they have some of the slowest reactions around. If you can't kill them before they shoot you, maybe you need some more combat stims or coffee

>> No.3385193 [DELETED] 

you may now delete this post:

>> No.3385195 [DELETED] 

The core of doom is still a realistic (for the period of games) sci fi theme. Real world weapons. Games are never that realistic, but doom isn't so unrealistic that bullets would travel slower than you can run.

>> No.3385196 [DELETED] 


Why? It's not mine.

>> No.3385197 [DELETED] 

>but doom isn't so unrealistic
you are literally fighting mystical magic creatures

>> No.3385204 [DELETED] 

zombies are still supposed to be humans with normal weapons, just zombified. zombification happens in real life (read about Cordyceps) so its not even that far fetched.
The zombies and the doomguy weapons are what we're discussing here, they are realistic weapons for a game, and therefor you shouldn't be able to outrun bullets, or dodge them.

Of course doom has fantasy elements, its the combination of realism and fantasy that makes it so great, shooting demons with a double barreled shotgun with realistic reload animation, and using a chainsaw. Its very much evil dead, which used the same premise of real world technology juxtaposed against fantasy.

I'm still not seeing any good arguments for dodging bullets

>> No.3385205 [DELETED] 

>they are realistic weapons for a game
the fist can make people explode
the chaingun is a rifle-held contraption with a magazine and fires only twice as fast as the pistol, with the same damage to boost
the shotgun cannot spread upwards
the rocket launcher alone could have full essay written on it
the plasma rifle and bfg are pure fantasy
the chainsaw never jams, gets stuck, and is positively fine on flesh stuff instead of hard stuff

they are not in the least bit realistic

>> No.3385206 [DELETED] 
File: 424 KB, 267x200, Spicy.gif [View same] [iqdb] [saucenao] [google] [report]


Only on /doom/ everybody, where people get salty way too easily.

>> No.3385207 [DELETED] 

>I'm still not seeing any good arguments for dodging bullets
Nobody is arguing that. The argument is against defining Doom as "realistic", which it simply isn't. At all.

>> No.3385208 [DELETED] 

>Only on /doom/
Are you new to 4chan?

>> No.3385210 [DELETED] 

>Only on /doom/

>> No.3385212

I like it when enemies shoot big oversized bullets, metal slug or contra style, it's just more fun that way.

>> No.3385214 [DELETED] 

>Only on /doom/ everybody, where people get salty way too easily.

I think you're pretty unfamiliar with 4chan and the internet in general, if you think "only on /doom/"

>> No.3385220 [DELETED] 


People discussing the facets of a mod and the design behind it? ONLY ON /DOOM/, EVERYBODY

>> No.3385224 [DELETED] 

you literally said the exact same thing is why he's probably asking

>> No.3385226 [DELETED] 

Realistic for the period of games anons. wolfenstein, terminator future shock, etc. all had "realistic" weapons modeled on real life weapons, but with no reloading etc.

They're games, but based on real life weapons. sci fi is still steeped in reality, laser weapons do exist in this day and age, so its not too far fetched to see them implemented in a hand held version in the future.

The premise of doom is sci fi vs demons. That sci fi is steeped in reality. Otherwise there wouldn't be double barreled shotguns, or chainsaws, etc. It would be all laser rifles and thermal detonators and wookie bowcasters like dark forces.

Like I said, games from this period aren't that realistic, as you guys have already displayed, but they are still based in realism, and therefor bullets shouldn't be dodgeable.

>> No.3385228

Whenever people ask if hitscan weapons are good I remember this video on Wolfenstein:


>> No.3385235 [DELETED] 

>Like I said, games from this period aren't that realistic, as you guys have already displayed, but they are still based in realism,

No, it isn't.
It was based on Evil Dead meets Aliens.
It was based COMPLETELY on fiction and what they thought was cool. They even completely threw out the realistic early iterations of the build to focus entirely on fantasy and making things up.

It's time to stop.

>> No.3385240 [DELETED] 


>evil dead meets aliens

and a bit of DnD, don't forget that!

On that topic of that, I've spoke with someone who says the random damage values are a terrible thing and damage should be static, I disagree with him because I feel it adds a lot to the more random and chaotic nature of Doom, if the weapons did static damage certain weapon and monster encounters would become predictable.

>> No.3385243 [DELETED] 

If Doom had no hitscan enemies it'd be piss easy.

>> No.3385245 [DELETED] 

Evil dead, like I said is about the juxtaposition of realistic weapons against fantasy. Alien too is about sci fi vs aliens, and was made to be pretty gritty and realistic. Just look at the startship set of the original alien. Bits of rubbish and paper everywhere, grime, no teleporters or laser rifles. It was made to be a pretty realistic future. Even the alien was given careful thought about its life-cycle, etc. It was because they made it seem so real that it was so horrifying.

What the iD crew seemed to think was cool was a sci fi marine going against demons. And Science fiction is usually carefully crafted to seem as real as possible, and therefor create immersion.

I mean if doom was completely fantasy, it would be hexen, and have no real life guns at all.

>> No.3385246 [DELETED] 

>Evil dead, like I said is about the juxtaposition of realistic weapons against fantasy
It's time to stop.

>> No.3385248
File: 65 KB, 600x441, 98b.jpg [View same] [iqdb] [saucenao] [google] [report]

>I mean if doom was completely fantasy, it would be hexen, and have no real life guns at all.

>A wizard gets teleported into Doom, with the tech bases and shit
>fights fucked up hellspawn with magic

>> No.3385249 [DELETED] 

wanna know the best thing? that I can tell from this one post alone you're the same guy from the past five threads who's been getting his knickers folded over every single post he doesn't agree with and replies snarkily in an attempt at making a parallel to said posts.

take your fucking pills.

>> No.3385251 [DELETED] 

Its ok to be wrong anon. Doom isn't completely fantasy and you know it

>> No.3385252
File: 124 KB, 960x540, 1463865285604.gif [View same] [iqdb] [saucenao] [google] [report]

On the other hand, I heard that one of the things that made Quake's deathmatch so popular was the static weapon damages, which did away with luck, and made deathmatches purely skill based.
And that got me thinking, maybe random damage is better for Single Player, while Static Damage is better for multiplayer? What do you guys think?

>> No.3385253 [DELETED] 
File: 40 KB, 1032x950, 1469074515525.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3385254 [DELETED] 


It's time to stop.

>> No.3385258 [DELETED] 

>And Science fiction is usually carefully crafted to seem as real as possible

>> No.3385259 [DELETED] 

>And that got me thinking, maybe random damage is better for Single Player, while Static Damage is better for multiplayer? What do you guys think?

Totally agree.

>> No.3385260 [DELETED] 

i got this game about a week ago and god damn that section with the 3 ubersoldats at the train area pissed me off
i'm glad someone was able to put into words why i got upset
i also like how he highlighted the main submarine fight quite a bit in the video, probably one of my favorite sections so far

>> No.3385261 [DELETED] 

>Weapons literally taken from s-mart
>Standard car
>Juxtaposed against medieval fantasy world
Everything he said is correct. Thats the main premise of evil dead. normal guy with normal weapons against undead hordes

>> No.3385265 [DELETED] 
File: 1.62 MB, 300x168, 1464654884979.gif [View same] [iqdb] [saucenao] [google] [report]

>this whole thread right now

janny bring the fire plz

get back to dooming you meme-lords

>> No.3385267 [DELETED] 

>And Science fiction is usually carefully crafted to seem as real as possible

What in the hell are you saying? Have you never read any Wells? No Hitchhiker's Guide to the Galaxy? Never seen Warhammer 40k?
Science fiction is not "usually" aimed to be realistic at all, and I'm honestly thinking you're just trying to yank our yarbles.

>> No.3385270 [DELETED] 

>shotgun has a massive capacity
>chainsaw does not get stuck on anything
>car gets turned into a tank
Everything you said is not correct.

>> No.3385285

Thanks mods

>> No.3385286

All this talk of real life guns battling fantasy stuff is making me think of an older mod idea I had where you use magically infused guns to fight demons.

and you play as a drunk and pissed of dwarf, the mod would be called HEATHEN

>> No.3385291

Make it so, anon. I'd play that

>> No.3385292 [DELETED] 
File: 2.52 MB, 500x281, consider it.gif [View same] [iqdb] [saucenao] [google] [report]

Guess I wasn't required after all.

Thanks mods.

But seriously we're digging too deep, can we please go back to talking about Wads or something and not the logic of hitscanners pls?

>> No.3385298
File: 509 KB, 1280x1920, Welcome my son, welcome, to the machine.jpg [View same] [iqdb] [saucenao] [google] [report]

[screams eternally]

>> No.3385302

I seriously can't fucking unsee the ending to the rock DJ video by robbie william's whenever I see this

>> No.3385304


jesus christ tag your lewd

>> No.3385323 [SPOILER] 
File: 19 KB, 338x314, 1469505610680.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3385352

> I swear some day we'll see people remove the splash damage from rockets so that people can use it like you're not supposed to.
Chex Warrior is an OP piece of shit

>> No.3385381
File: 156 KB, 1280x720, the joy of mapping.jpg [View same] [iqdb] [saucenao] [google] [report]

>Smooth Doom
>Smooth Textures
>Perkristian's SFX Pack
is there a comfier way to play Ultimate Doom?

>> No.3385384

Got a screenshot/link for the texture pack?

>> No.3385385


Wrapped up in a blanket.

>> No.3385386

yeah, in chocolate/crispy :^)

>> No.3385390


When I want to play some comfy DOOM, I usually boot up Hideous Destructor mixed with Dark Doom and PS1 music/sound effects or Samsara with the SC-55 music pack.
That's my jam.

>> No.3385392

from what i could tell, it only affects the liquid textures by improving the animation
I've only beaten Episode 1 so maybe it might affect other animated textures

>> No.3385394


I think it also changes the switch animations? I don't play with Smooth Doom, so I could be wrong.

>> No.3385397


Smooth doom on it's own changes the enemies to have more, well, smooth animations, along with all the weapons, textures doesn't change that I believe.

>> No.3385398


No I mean the Smooth Textures add-on, not Smooth Doom itself.

>> No.3385401
File: 20 KB, 263x214, wgadaffdgcv.jpg [View same] [iqdb] [saucenao] [google] [report]

beat this.

>> No.3385403
File: 31 KB, 368x327, 1404503229678.png [View same] [iqdb] [saucenao] [google] [report]

what the fuck?

>> No.3385407
File: 46 KB, 225x225, imready.gif [View same] [iqdb] [saucenao] [google] [report]

not him but damn, that's actually pretty cool sounding.

>> No.3385408


June tenth is some weird date to you?

>> No.3385409

perkristian's sound pack last update dates back to 2012.

>> No.3385410


Maybe that's when they downloaded it. I dunno.

>> No.3385412


Why would you rename a WAD to include the date you downloaded it? Windows keeps track of that normally.

>> No.3385413


Man I don't know, I'm not that guy, it was just a guess. My bad.

>> No.3385416

New thread >>3385414

>> No.3385576

Honestly, that sounds like it could be pretty fun.
I liked Quake 3 well enough, and with OG Quake aesthetics it would be cool as shit.

I don't mind character abilities to be honest, it mixes up the game, and they'll probably have an "Oldschool" mode because of popular demand.

However, I would greatly have preferred a single player game with a single player campaign, I always liked Quake 1 & 2 better than 3 for that.

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